edited by Gim ffisivogfu with Qav>it A. soadi
the iegenps agree
An jwesome project! A collection of facls. Figuies.
and trivia From Hie Golden and Silver Ages of superhero
comics, A must fin iomk Historians and fans of ill
stripes!"
—Dick Giordano, lenowned inker and illustrator,
and Former DC Comics Editorial director
"his is a book IVe been siting tat— an easy to use
Hid entertaining reference hoot filled with comic boob'
greatest characters,"
— J#ny DrjWy, ndaimni comicbmk prnrilrr.
inker, *rid writer
"Tfrr Sapnttf/a fk»i will be fan !o brows* ilirpmjh,
theclrir^ out entries St random— It* ttujt reader-Fririid
iy. But I rhlnV ii will haw a ™™ wrioin use m * villi-
M* rrlcnMicf •voir for srfullrs ond anyinw rise grti.
ulnely interfiled in pneulvH niitmr."
-Onnli ffnVIL awWrntd com it- book
writer and «lii™
ihr. v. a irhtrncr d sirprrrwluN: pipparliDii^ Etijt
UttnrducH. lln- huni|rti|i ol swnb-tMKjk hnrOrt, tltM ItM
fKiOplpd the myUiLilOgy crl'ihr twnliMh tentuly. An
im|iart.iiil .liiihtknn lu jny llJflTSiy,*
—Will Etanei, creator of the Spkril
"A wonderful book with the BANt PCUe 1 enthusiasm
Wat ultimately helps to explain the Lasting appeal of
lilt world of superheroes. This book will be treasured by
anyone who digs a good supeineto comic hook as much
as 1 ■'.•!.
—Michael Allied, creator of Haaman, Tin Atomks,
Red Socket 7, and X-Ststa
Finally, a quick reference for a Jtepwify game show or
a smart remark at a comit-book lonventiop — Who
would not want to know wbir.ii superberoine had an
invisible airplane? Or if Wolverine can pass security on
U.S. airlines? Seriously. Fne Auperf**™ Bock is interest-
ing for comparing ancient mythology with tlie new at\i
a liandy reference For artists and writers in aeating new
characters and using tie old,'
—Marie Sewrin, Fifty-year veteran of the
comic-boot industry
c/lfooficm 1/i&i6fo <Jnk pie&s
Real Ghosts, Restless Spirits, and Haunted Places
The UFO Book:
Encyclopedia of the Extraterrestrial
The Vampire Book:
The Encyclopedia of the Undead, 2nd edition
The Werewolf Book:
The Encyclopedia of Shape-Shifting Beings
VideoHound's Cult Flicks and Trash Pics, 2nd edition
VideoHound's Dragon:
Asian Action & Cult Flicks
VideoHound's Groovy Movies:
Far-out Films of the Psychedelic Era
VideoHound's Horror Show:
999 Hair-Raising, Hellish, and Humorous Movies
VideoHound's Sci-Fi Experience:
Your Quantum Guide to the Video Universe
Please visit Visible Ink Press at visibleink.com.
c Ihe »
the
Gtwenhent
The Ultimate Encyclopedia of
Comic-Book Icons and Hollywood Heroes
Edited by Gina Misiroglu
with David A. Roach
Detroit
The Ultimate Encyclopedia of
Comic-Book Icons and
Hollywood Heroes
Copyright 2004 by Visible Ink Press®
All illustrations are copyrighted by their respective copyright holders (according to the original copy-
right or publication date as printed in the comics) and are reproduced strictly for historical purposes.
Any omission or incorrect information should be submitted to the publisher, so that it can be correct-
ed in any future edition of this book.
All DC Comics characters, logos, and related indicia are trademarks of DC Comics, Inc.
All Marvel comic book characters and Marvel comic book material featured herein: TM & © 2004 Mar-
vel Characters, Inc. SUPER HERO is a co-owned trademark. All such material is used with permission.
Comic-book cover credits, clockwise from upper left: Aquaman #36 © 1967 DC Comics; X-Men #104
© 1977 Marvel Comics; Hellboy#l ™ & © 1994 Michael Mignola, published by Dark Horse Comics,
Inc.; Captain America #106 © 1968 Marvel Comics; Elektra #3 © 2001 Marvel Comics; The Savage
Dragon #4 © 1993 Erik Larsen, published by Image Comics; Wolverine #27 © 1990 Marvel Comics;
Wonder Woman #22 © 1988 DC Comics; Astro Boy#l © 2002 Tezuka Productions, published by
Dark Horse Comics, Inc.; Spawn #126 © 2003 Todd McFarlane, published by Image Comics; Silver
Surfer #124 © 1997 Marvel Comics; The Adventures of Superman #441 © 1988 DC Comics; Adven-
ture Comics #432 © 1974 DC Comics; The Avengers #51 © 1968 Marvel Comics.
Additional image credits: The Hulk: Universal/Marvel Entertainment/The Kobal Collection; Batman:
Warner Bros./DC Comics/The Kobal Collection; Spider-Man (front cover): from Amazing Spider-Man
vol. 2, #46 © 2002 Marvel Comics; Spider-Man (spine): Columbia/Marvel/The Kobal Collection;
Wolverine (back cover): 20th Century Fox/Marvel Entertainment Group/The Kobal Collection/ Attila
Dory.
Additional illustration credits appear on the Photo and Illustration Credits page.
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propriation, trade secret, unfair competition, and other applicable laws.
No part of this book may be reproduced in any form without permission in writing from the publisher,
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10 987654321
Contend
Introduction xi Acknowledgments xviii Contributors x/x
AC Comics Heroes 1
/ Action Girl 2
| _£ Adam Strange 3
African-American Heroes 4
Alpha Flight 9
Alternative Futures 11
America's Best Comics Heroes 15
Anime and Manga IS
Ant-Man 23
Anti-drug Series 24
Anti-heroes 26
Aquaman 30
Aquatic Heroes 31
Archie Heroes 34
Astro Boy 36
Astro City 38
The Atom 40
Atomic Heroes 41
The Authority 43
The Avengers 45
Azrael 48
Bad Girl Art 51
The Badger 51
Bartman 53
Batgirl 54
Batman 56
Batman in the Media 61
Batman Villains 68
Batman's Weapons and Gadgets 70
Battle of the Planets 72
Big Bang Heroes 74
Bird Heroes 75
Birds of Prey 78
Black Canary 79
The Black Cat I 80
The Black Cat II 82
Black Condor 83
Black Panther 84
Black Widow 86
Blackhawk 87
Blonde Phantom 90
Blue Beetle 92
Bronze Age of Superheroes
(1970-1979) 93
Buffy the Vampire Slayer 96
Bulletman 99
•<r-' Mar Camp and Comedy
7 L C Heroes 101
■^Vv/vV^ Camp Heroes in the
^^ Media 107
Captain Action 110
Captain America Ill
Captain America in the Media 114
Captain Atom 116
Captain Britain 119
Captain Canuck 121
Captain Marvel 122
Captain Marvel Jr. 124
Captain Marvel/Shazam! 125
TH£ SUPBBHeiZO BOOK
**
Contents
Captain Marvel/Shazam! in the Media ...128
Captain Midnight 131
Card Captor Sakura 132
Casshan: Robot Hunter 134
The Cat 135
Cat Heroes 137
Cat-Man 139
Catwoman 140
Challengers of the Unknown 142
Charlton Heroes 143
Civilian Heroes 145
Cobra 147
Comics Code 151
The Creeper 152
Cutey Bunny 154
Cutey Honey 155
Cyberforce 157
Daredevil I 159
'_£ Daredevil II 161
Daredevil in the Media 165
Dark Horse Heroes 167
Dazzler 170
DC Comics 171
Deadman 176
The Defenders 177
"Dial 'H' for Hero" 179
Doc Savage 180
Doctor Strange 182
Do-It- Yourself Heroes 184
Doll Man 185
Doom Patrol 187
Dr. Fate 188
Dragon Ball 189
/ Eclipse Heroes 193
— ' ElectraWoman and
^"V\^~ DynaGirl 194
X Elektra 195
Elementals 197
Elongated Man 198
E-Man 199
Everyday Heroes 200
Extreme Studios Heroes 202
Fa ntastic Fou r 205
/ S \ Fantastic Four in the Media. .208
*^T^^ Femforce 210
Feminism 212
Fighting American 215
Fi restorm 216
The Flash 218
Funny Animal Heroes 221
Gen 13 225
f» / Ghost Rider 227
Golden Age of Superheroes
(1938-1954) 228
Good Girl Art 233
The Greatest American Hero .234
Green Arrow 236
Green Hornet 237
Green Lantern 239
Guardians of the Galaxy 241
Hanna-Barbera Heroes 245
9 Harvey Heroes 247
The Hawk and the Dove 250
Hawkeye 251
Hawkman 252
Hellboy 254
Heroes for Hire 256
The Hulk 257
The Hulk in the Media 263
The Human Torch 267
The Huntress 270
Hurricane Poly mar 271
Image Comics Heroes 273
The Inferior Five 276
The Inhumans 277
Insect Heroes 278
International Heroes 281
The Invaders 284
Iron Fist 286
Iron Man 288
Isis 290
Justice League of
America 293
' \ Justice League of America
in the Media 295
Justice Society of America ...298
TH£ SUPBBHeiZO BOOK
Contents
Krypton ite 303
Lane, Lois 305
/ Legion of Super-Heroes 307
^ Lobo 310
Love I nterests 313
Madara 321
Madman 322
| ^ Mai, the Psychic Girl 324
The Man from Atlantis 326
Manhunter 326
Manimal 328
Martian Manhunter 328
Marvel Boy 330
Marvel Comics 331
Mary Marvel 336
The Mask 337
Master of Kung Fu 338
Metal Men 340
Metamorpho 341
Mighty Morphin' Power Rangers 343
Milestone Heroes 344
Miracleman 346
Miss Fury 348
Modern Age of Superheroes
(1980-Present) 349
Moon Knight 353
Ms. Marvel 354
Multicultural ism 355
f^W-r The New Gods 361
V , ,/T Nick Fury 363
2-A A The Night Man 365
T^ Nightwing 365
* Northstar 367
Nova 369
Olsen, Jimmy 371
One-Hit Wonders 372
The Outsiders 374
The Phantom 377
* The Phantom in
^ the Media 379
Phantom Lady 380
Phantom Stranger 382
Plastic Man 383
Power Man 386
Power Pack 389
The Powerpuff Girls 390
Project A-ko 391
Promethea 394
The Punisher 395
^S-*^-p Rising Stars 399
> r j > Robin 400
A-iyvA Robotman 403
"^^ Rock Superheroes 404
The Rocketeer 406
Ronin Warriors 408
Sailor Moon 411
2_^ S. Sandman 413
^^Y^^ The Savage Dragon 415
^ The Scarlet Witch
and Quicksilver 416
The Secret Identity 418
The Sentry 419
The Shadow 420
ShadowHawk 423
The She-Hulk 424
Shi 425
Sidekicks and Proteges 427
Silver Age of Superheroes
(1956-1969) 430
The Silver Surfer 435
Space Ghost 437
Space Heroes 439
Spacehawk 442
Spawn 443
The Spectre 446
Speed Racer 447
Spider-Man 449
Spider-Man in the Media 455
Spider-Man Villains 460
Spider-Woman 464
The Spirit 466
Starman 469
Static Shock 471
Steel 472
TH£ SUPBBHeiZO BOOK
hr
Contents
Stripperella 473
Sub-Mariner 474
Super Friends 477
Super-archers 479
Superboy 481
Superboy in the Media 483
Supercities 485
Supergirl 488
Superhero Cartoon Shows 490
Superhero Confidants 494
Superhero Creators 497
Superhero Headquarters 505
Superhero Movie Serials 508
Superhero Nicknames 509
Superhero Radio Series 511
Superhero Role-Playing Games 512
Superhero Slogans 515
Superhero Vulnerabilities 516
Superheroes and Celebrities 519
Superheroes and the Popular Culture 520
Superheroes in Prose 525
Superheroes with Disabilities 528
Superheroines 531
Superman 538
Superman in the Media 543
Superman Villains 549
Superman's Weapons and Gadgets 552
Supermedia 553
Supernatural Heroes 554
Su perpatri ots 558
Superpets 561
Superpowers 562
Superteams 566
Supervehicles 571
Supervillains 573
Superweapons 580
Tank Girl 583
> Team-ups and Crossovers ....584
Teen Titans 590
Teenage Mutant Ninja
Turtles 593
Tekkaman 595
Thor 597
TH.U.N.D.E.R. Agents 600
The Tick 602
Ultraman 605
Ultraverse Heroes 608
—T^^y Valiant Heroes 611
) 7> Vertigo Heroes 613
^V. A The Vigilante 615
The Wasp 617
Watchmen 618
'_£ Watson, Mary Jane 620
WildC.A.T.S 622
WildStorm Heroes 623
Wolverine 624
Wonder Warthog 626
Wonder Woman 627
Wonder Woman in the Media 632
World War II and the Superhero 636
A. X-Men 641
■^^^7 X-Men: Excalibur 645
y j^ > X-Men: Generation X 647
^Vvlp X-Men: New Mutants 650
X X-Men: X-Force/X-Statix 652
X-Men in the Media 654
X-Men Villains 657
Resources 661 Photo and Illustration Credits 665
Index 667
TH£ SUPBBHeiZO BOOK
9HttcductJCH'
"LEAPING OVER SKYSCRAPERS, RUNNING FASTER THAN AN
EXPRESS TRAIN, SPRINGING GREAT PISTANCES ANP HEIGHTS,
LIFTING ANP SMASHING TREMENPOUS WEIGHTS, POSSESSING
AN IMPENETRABLE SKIN—THESE ARE THE AMAZING ATTRIBUTES
WHICH SUPERMAN, SAVIOR OF THE HELPLESS ANP OPPRESSEP,
AVAILS HIMSELF OF AS HE BATTLES THE FORCES OP EVIL ANP
INJUSTICE."
—SUPERMAN, ACTION COMICS, 1939
Superhuman strength. Virtual invulnerability. Motivated to defend the
world from evildoers. A secret identity. And a penchant for looking
good in long underwear. These are the traits that define the quintessen-
tial superhero: those characters whose impossible feats graced the
pages of comic books during comics' Golden and Silver Ages. They are
Batman, Captain America, Captain Marvel, Spider-Man, Superman, Won-
der Woman, and dozens of others — with names like Ant-Man, Daredevil,
Hawkman, the Human Torch, the Spectre, the Spirit, and Sub-Mariner —
whose death-defying acts and altruistic motives have come to character-
ize heroism for generations of fans.
Though these characters repeatedly saved planet Earth from the
well-laid plans of supervillains, larger-than-life aliens, and Nazi infiltrators,
by the mid-twentieth century, heroes had evolved from the Ail-American
TH£ SUPBBHeiZO BOOK
*r
Introduction
boy fantasy to multidimensional characters that clearly reflected the
dreams and fears of modern society. By the end of the twentieth century,
the real world had become a darker place, necessitating a new kind of
hero. Popular heroes of yesteryear were reinvented to meet the demands
of a new age. The popular culture witnessed the rise of the anti-hero, a
fresh breed of brazen, gritty adventurer that includes the likes of Elektra,
the Punisher, and Wolverine. Heroes that aren't typically defined as
super — Buffy, Hellboy, Sandman, and Spawn — became associated with
the word because they possessed superhuman qualities and identified
with their audience in unique ways.
At this time, too, the superhero's presence in mass media became
stronger than ever, with the Batman and Superman live-action film fran-
chises of the 1980s preparing audiences for the entree of superhero
films like Spider-Man 1 and 2 and two X-Men adventures, which consis-
tently made worldwide top-grossing films lists. Mega-merchandising
machines like the Ninja Turtles and the Powerpuff Girls enjoyed previously
unheard-of success, helping to round out a burgeoning market filled with
independents like the spunky neo-feminist Action Girl, anime favorite
Sailor Moon, and even Cutey Bunny, the world's first African-American rab-
bit superheroine. Characters continued to show up on consumer products
as varied as hair barrettes and lunchboxes, and they began to make new
inroads into the videogame, trading-card, and book markets. One well-
known hero even starred in his own "got milk?" ad campaign.
But who exactly are these mask-wearing, cape-donning men and
women? What are their strengths and weaknesses? Secret identities?
Who are their arch-enemies? When and where did the characters first
appear and how have they changed through the years? The Superhero
Book — the ultimate A-Z compendium of everyone's favorite superheroes
and their mythology, sidekicks, villains, love interests, superpowers, vul-
nerabilities, and modus operandi — attempts to answer these questions
and more as it explores many of pop culture's favorite icons. Within its
pages lie almost 300 entries on superheroes mainstream and counter-
culture, famous and forgotten, best and worst — including classics like
Green Lantern and Plastic Man, cult favorites like the Rocketeer and Mad-
man, and timeless entities like the X-Men. You'll be reminded why you
love them (who wouldn't want to fly like Superman for just one day?), why
they were chosen to save the world ("We shall call you Captain America,
son! Because like you — America shall gain the strength and will to safe-
guard our shores"), what they do for their day jobs (world traveler Oliver
Queen ... Hollywood star and America's sweetheart Linda Turner ... bil-
&
TH£ SUPBBHeiZO BOOK
Introduction
lionaire playboy Bruce Wayne ... college student and freelance photogra-
pher Peter Parker), and their very human faux pas (as the Flash, he could
outrun the wind, but as alter ego Barry Allen he was hard-pressed to show
up for a date on time!).
Because this encyclopedia is as much a reference on modern
mythology as it is a chronicling of the superhero genre in America, the
book discusses the cultural phenomenon of each character and its vari-
ous incarnations in the popular culture. "In the Media" entries supple-
ment many of the more commercial heroes' write-ups. Themed topics for
discussion include African-American heroes, alternative futures, anime
and manga, atomic heroes, camp and comedy heroes, civilian heroes,
feminism, funny animal heroes, multiculturalism, one-hit wonders, side-
kicks and proteges, superheroes with disabilities, superheroines, super-
natural heroes, superpatriots, team-ups and crossovers, and World War II
and the superhero in America. Each significant era of the superhero is
explored — the Golden Age (1938-1954), the Silver Age (1956-1969),
the Bronze Age (1970-1979), and the Modern Age (1980-present) — pro-
viding the reader with a perspective of the hero over the twentieth century
and beyond. And creators, comic-book companies, and merchandising
efforts all take their rightful place in the history of hero-making.
Why do all this? The bottom line is, we need our heroes. Psycholo-
gist Carl Jung (Man and His Symbols, 1964) and myth-maker Joseph
Campbell (The Hero with a Thousand Faces, 1949) both explored society's
need for heroes, though many prefer the edited version. Upon gazing at
Batman and Robin approaching Gotham City in their Batcopter in Batman:
The Movie (1966), Ordinary Joe said it best when he declared, "It gives a
fella a good feeling to know they're up there doing their job." In a world
not quite right, heroes provide a solution. Though scholars have long
noted that superheroes fulfill our longing to honor the heroes of legend
and myth, it really goes beyond that. They satisfy our "inner hero." Super-
heroes embody "the ancient longing of mankind for a mighty protector, a
helper, guide or guardian angel who offers miraculous deliverance to mor-
tals," observed Reinhold Reitberger and Wolfgang Fuchs in their Comics:
Anatomy of a Mass Medium (1972). Frank Miller, artist extraordinaire of
Daredevil, put it a bit differently when he said, "It's very comforting to
know that there's a god-like figure going around making things right.
That's a lot of what superheroes are about."
That's not all the outspoken Miller has had to say. Regarding the
prospects for the superhero genre's health into the new millennium,
TH£ SUPBBHeiZO BOOK
*ty
Introduction
Miller told the Village Voice in 2002, "The president talks incessantly
about evil. I don't think melodrama is dead." Indeed, in the era of action-
movie heroes winning governorships and military missions against oppo-
nents with designations like "Dr. Germ," comics have struck a chord
again — even if nowadays they deal with gray skepticism about govern-
ment motives as often as they deal in black-and-white portrayals of heroic
firepower. Comics have emerged from an industrywide sales slump since
September 11, 2001. Even though they were generating notice in presti-
gious quarters before then — with a Pulitzer Prize for Michael Chabon's
novel about the comic-book medium's pioneers, The Amazing Adventures
of Kavaller & Clay (2000), for example — the current cultural currency of
blockbuster superhero films and widely covered events like Miller's Dark
Knight Strikes Again series show that the costumed variety of comic book
still has a lot to tell America about the state of its soul.
Noted cartoonist Jules Feiffer once said that if superheroes joined
the more numerous supervillains, they would fill the skies like locusts.
This truism prompts a note about selecting the superheroes, particularly
those created in the first half of the twentieth century: Out of the tens of
thousands of comic books that make up the Golden and Silver Ages, hun-
dreds of them contain costumed heroes. Even following the strictest cri-
teria of a superhero or superheroine — he or she wears a costume/mask
and has special powers and/or a secret identity — a complete listing of
every hero would be prohibitive. Therefore, the table of contents reflects
the most diverse listing of American superheroes (or those from other
countries that have had a U.S. presence) possible — those that are
among the best loved, historically significant, or most representative of a
type of hero.
Generally speaking, most heroes follow what Robert C. Harvey in his
Art of the Comic Book (1996) calls "the superhero formula" as estab-
lished by Superman in his Action Comics debut in 1938. He or she has an
altruistic mission, possesses superpowers or advanced mental or physi-
cal skills, wears an iconic costume, and functions within a dual identity,
the "civilian" one of which is concealed. Following these criteria, The
Superhero Book naturally eliminates entries for one-off or obscure charac-
ters, as well as those that would more precisely be defined as cowboys,
magicians, detectives, spacemen, or jungle men, though some thematic
entries do touch on these character types. In addition, the characters of
Japanese manga and anime don't follow the rigid conventions of the early
American superheroes, though readers may be surprised to find more
similarities than are typically acknowledged.
18*
TH£ SUPBBHeiZO BOOK
Introduction
The ground gets muddier for the later heroes, those of the Bronze
and Modern Ages, since they break away from the "strict criteria" that
can easily be applied to the earlier heroes. Here, some artistic license
has been applied to their selection. May of these later protagonists pos-
sess qualities customarily considered nonheroic, or "anti-heroic," their
motivations for superheroic acts being not always selfless or clear. To fur-
ther broaden the definition, they may not always wear a costume, pos-
sess superpowers, or function in the real world with a civilian identity, yet
the popular culture considers them heroes primarily because there is a
strong heroic identity associated with the character. Rather than argue
whether certain borderline characters fit the mold, the book chooses to
include them and lets the reader draw his or her own conclusions.
These qualifiers aside, the goal of The Superhero Book is straight-
forward: to pay homage to the heroes who have, in whatever minor or
major way, influenced our lives.
— Gina Misiroglu, Los Angeles, 2004
TH£ SUPBBHeiZO BOOK
«,
jfcJmcwfodgttimti
The list of people who made this book possible is too long to reproduce
here. Regardless, I am indebted to every person who contributed
words of wisdom, research time, comic books, and sheer encouragement
at various points in this endeavor. A thank-you of superheroic proportions
is due to Peter Coogan, Jon Cooke, Robert Graff, Michael Gross, Robert
Huffman, George Khoury, Denis Kitchen, John Morrow, and Randall W.
Scott. Contributing writers Michael Eury, Andy Mangels, Mike Martin, Adam
McGovern, Marc McKenzie, Frank Plowright, and David A. Roach tirelessly
and cheerfully penned entries into the wee hours of the night. Many of
these kind souls provided images as well, or directed me to art sources
that otherwise would have remained untouchable. And Adam McGovern
did double-duty as the book's copyeditor, playing an invaluable production
role and certainly helping the book's readability. Jeff Mayse dipped into his
coveted comics collections for me, and ComicSmash!, my friendly neigh-
borhood comic-book store (www.comicsmash.com), helped put the finish-
ing touches on the book's image requirements. Comic-book companies,
including AC Comics, Dark Horse, and Image, were models of professional-
ism and patience. An extra-special thanks goes to my team at Visible Ink
Press, without whom this encyclopedic volume simply would not have
been: dream-of-a-publisher Martin Connors, super-managing editor Christa
Gainor, preproduction guru Bob Huffman, art director Mary Claire Krzewin-
ski, salesman extraordinaire Roger Janecke, typesetter Jake Di Vita, index-
er Brad Morgan (and his superteam, Jim Craddock, T. J. Craddock, and
Dee Morgan), and proofreaders Dawn DesJardins, Jennifer Moore, and
Terri Schell. I cannot say enough kind words about this publishing house
and its creative team.
TH£ SUPBBHeiZO BOOK
Xty
CcnVUfait&tt
Editor
Gina Misiroglu (GM) is a fourteen-year veteran of the West Coast publish-
ing industry, specializing in the development and editing of popular culture,
biography, and film-related titles. Misiroglu is the author of The Handy Poli-
tics Answer Book (2002); Girls Like Us: 40 Extraordinary Women Celebrate
Girlhood in Story, Poetry, and Song (1999), winner of the New York Public
Library's "Best Book for Teens" Award; and Imagine: The Spirit of Twentieth-
Century American Heroes (1999). Misiroglu has worked on a number of
film and TV tie-in titles, and she is the co-author of Space Jammin': Bugs
and Michael Hit the Big Screen (1997). Misiroglu resides in Los Angeles,
where superheroes can be spied on almost every street corner.
Co-Editor
David Roach (DAR) is a comic-book illustrator and writer based in Wales,
United Kingdom. In addition to his post as associate editor of the U.S.-
based magazine Comic Book Artist, which is dedicated to the historic rep-
resentation of comic-book characters, Roach actively illustrates for sever-
al UK companies, including 2000 AD, Panini, and Marvel. In the United
States, he has drawn and inked heroes for DC Comics, Dark Horse
Comics, Topps, and the gaming company Wizards of the Coast. Roach is
co-editor of The Warren Companion: The Definitive Compendium to the
Great Comics of Warren Publishing (2001) and the revised edition of the
Slings and Arrows Comic Guide (2003). He is a regular contributor to
Comic Book Artist and Comics International.
TH£ SUPBBHeiZO BOOK
**
Contributors
Contributing Writers
Guided into a life of superhero fandom by his heroic idol Adam "Batman"
West, Michael Eury (ME) has co-created and/or written comics and car-
toon properties for Nike, Toys R Us, Warner Bros. Worldwide Publishing,
the Microsoft Network, the "First Flight" Centennial, DC Comics, Marvel
Comics, Dark Horse Comics, Archie Comics, and Cracked magazine. A for-
mer editor for DC and Dark Horse, Eury edited the ambitious, award-win-
ning loose-leaf encyclopedia Who's Who in the DC Universe, and he is cur-
rently editing and co-writing the bimonthly comic-book magazine Back
Issue. Eury has authored two published books, Captain Action: The Origi-
nal Super-Hero Action Figure (2002) and Dick Giordano: Changing Comics,
One Day at a Time (2003), and writes hero histories for the packages of
Bowen Designs' Marvel Comics mini-busts.
Andy Mangels (AM) is a best-selling author and co-author of more
than a dozen books, including Star Trek and Roswell novels, and the
books Animation on DVD: The Ultimate Guide (2003) and Star Wars: The
Essential Guide to Characters (1995). He is an award-winning comic-book
anthology editor and has written comics for almost two decades. He has
also written thousands of articles for entertainment and lifestyle maga-
zines and newspapers in the United States, England, and Italy, mostly
about film and television. A national award-winning activist in the gay
community, Mangels lives in Portland, Oregon, with his partner, Don, and
their dog, Bela. His favorite superheroes are Wonder Woman, Aquaman,
Green Arrow, Hawkman, and the Teen Titans.
Michael A. Martin (MAM)'s obsession with comics began more than
three decades ago at a spinner-rack in Santa Claus Lane, California. Years
after this origin tale, Martin schlepped the funnies to the direct-sales mar-
ket, first for Marvel Comics and later for Dark Horse Comics. In 1996, he
began collaborating with Andy Mangels on scripts for Marvel's Star Trek:
Deep Space 9 comics. That same year, Martin's solo original short fiction
began appearing in The Magazine of Fantasy & Science Fiction. He has co-
authored (also with Mangels) several Star Trek novels and shorter pieces
of Star Trek fiction for Pocket Books, as well as a trio of novels based on
the late, lamented Roswell television series. He has written for Star Trek
Monthly, Atlas Editions, Dreamwatch, Grolier Books, WildStorm, Platinum
Studios, Gobshite Quarterly, and Gareth Stevens, Inc., for whom he has
penned six World Almanac Library of the States nonfiction books.
Writing about action heroes wasn't Adam McGovern (AMC)'s
choice; being named after one himself (Detective Adam Flint from the
1*
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Contributors
classic police drama Naked City), it was his destiny. Since then he's ful-
filled it by writing about comic books, cartoons, and other popular culture
for such outlets as the Village Voice, Yahoo! Internet Life magazine, TotalTV
Online, Comic Book Artist, and The Jack Kirby Collector, among many oth-
ers. He also edited MusicHound World: The Essential Album Guide for
Visible Ink Press in 2000. Corporate copywriting and nonprofit arts con-
sulting help support his comic-book habit and prolong what was already a
somewhat enduring adolescence.
A longtime comic-book fan, Marc McKenzie (MM) became interest-
ed in Japanese animation after watching Robotech in the late 1980s. At
the same time, the first English translations of Japanese manga were
starting to appear in America, and McKenzie quickly took an interest in
such titles as Masaomi Kanzaki's Heavy Metal Warrior Xenon, Kazuya
Kudo and Ryoichi Ikegami's Mai, the Psychic Girl, Kaoru Shintani's Area
88, Yoshihisa Tagami's Grey, and Masamune Shirow's Appleseed. After
earning a degree in biology from St. Peter's College in Jersey City, New
Jersey, he went on to study computer animation at the Art Institute of
Philadelphia. Now a freelance artist, McKenzie resides in Hillsborough,
New Jersey. Related to anime and manga, he has written for the websites
the Slush Factory and Silver Bullet Comic Books, and he has created art-
work for the 2003 Otakon anime convention.
Frank Plowright (FP) is best known to the comics community as co-
organizer of the United Kingdom's longest-running comic convention,
UKCAC. An established freelance writer, Plowright is editor of the revised
edition of the Slings and Arrows Comic Guide (2003), which reviews more
than 5,000 comic-book series from the 1930s to the present.
TH£ SUPBBHeiZO BOOK
*»
AC Comics Heroes
Along with Pacific, First, and Eclipse Comics, AC
Comics was a pioneer of the independent direct
market for color comics in the early 1980s, distrib-
uting comics directly to a new network of specialty
shops. While the other three companies are long
gone and many indie publishers are now known for
steering clear of superheroes, preferring not to com-
pete with industry giants Marvel and DC Comics'
specialty, AC Comics publisher Bill Black built his
company on costumed characters and it prospers
to this day. Having already created an interwoven
universe of supertypes in his black-and-white
Paragon Publications line of the 1970s, Black
began bringing them to comic-shop shelves in full
color, starting with the very first official AC Comics
publication (or "Americomics" as the company was
called until 1984), Fun Comics #4.
Superstrong, invulnerable, and puzzled as to
where he came from, Captain Paragon (who would
eventually drop the military modifier from his name)
burst forth from that issue in red, white, and blue
glory, as did the sensuous sorceress Nightfall
(almost immediately changed to Nightveil), the
dimension-hopping yellow-and-green adventurer
Commando D, and the stellar-powered alien super-
heroine Stardust. These heroes would continue for
dozens of epic adventures.
Throughout 1983 and 1984, a plethora of cos-
tumed crime fighters were sent into the spotlight in
a superhero tryout title called Americomics. The
dark and ghostly avenger known as the Shade
appeared in the pages of Americomics #1, along
with the unique cloned multi-hero Captain Freedom,
quickly followed by the indomitable street fighter
known as the Scarlet Scorpion. Others appeared in
additional titles, including galaxy-roamer Bolt (Bolt &
Starforce Six #1), who demonstrates the power of
flight, near-invulnerability (including the ability to
exist in airless space), and the skill of firing tremen-
dously powerful bolts of pure energy, and Astron
and Astra (Astron Venture Comics #1), members of
a group of para-dimensional police officers. In addi-
tion to Black's original characters, selected creators
were encouraged to showcase their own concepts,
including Jerry Ordway, John Beatty, and Jim
Sanders II. These outside contributions met with
varying degrees of success, although Rik Levins'
Dragonfly and Don Secrease's Colt enjoyed long
and popular runs at AC.
Changing market conditions toward the end of
1984 led to using a short-term strategy that turned
into AC's biggest success, when the sudden popu-
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Action Girl
larity of black-and-white books prompted Black to
edit together some existing stories to create a new
superhero book, Femforce. Composed of beautiful,
strong, and competent heroines inspired by Good
Girl art characters from long-defunct companies in
comics' Golden Age (1938-1954), the team of
Miss (soon to become Ms.) Victory, the Blue Bul-
leteer, Rio Rita, and She-Cat crashed the scene in
their own fifty-two-page special with a World War
II— era adventure in which they battled Nazi super-
criminals Lady Luger and Fritz Voltzman. It was a
smashing success, and plans were immediately
made for an ongoing color series, which appeared
by spring of 1985. The girls of Femforce proved
popular and enduring, the title becoming one of the
longest-running comics of any kind ever spawned by
the independent comics market.
After striking gold with Femforce, the company
began to reprint long-forgotten comic-book material in
near-perfect full-story black-and-white editions. Start-
ing with the squarebound, trade paperback Golden
Age Greats series, and continuing through the ongo-
ing Men of Mystery comic, dozens of classic super-
heroes have been brought before a new comic-read-
ing audience. Golden Age heroes like the Black Ter-
ror, Commando Yank, Golden Lad, the Flame, Captain
Flash, Cat-Man, the Green Lama, Pyroman, Miss
Masque, the Owl, Black Venus, Captain Wings, the
Eagle, Yankee Girl, the Fighting Yank, Black Cobra,
Rocketman, Dynamic Man, the Grim Reaper, and
countless others round out the AC hero universe. All
told, superheroes from more than a dozen former
publishers have been showcased in AC's comics, and
the company has intriguingly woven those characters
into a number of brand-new stories.
As the comic-book medium hit some of its
hardest economic times ever in the mid-1990s, AC
continued to thrive, with a booming online and mail-
order business that rivals and in some cases sur-
passes its comic-shop presence. With its impres-
sive output, longevity, and creative marketing (not to
mention its role as an early showcase for some of
today's most popular comics artists, including Ord-
way and Erik Larsen), AC Comics stands as a lead-
ing haven for the superhero in an often-harsh pub-
lishing world. — GM
Action Girl
Erica Smith is a student at Hayley High, located in a
small town on the West Coast, some time in the
near future. A bit bored and frustrated with the
usual issues surrounding adolescence and trying to
make her way in life, Smith discovers the costume
and personal effects of a forgotten crime-fighting
female aviator of the 1940s, Action Girl. Inspired by
the Amelia Earhart-like story of Action Girl's life and
bravery, Smith decides to assume the hero's name
and identity herself. Clad in the original Action Girl's
vintage jacket with an "AG" logo on the chest, to-
the-knee wrestling boots, and flared skirt, Smith
becomes the costumed crime fighter's successor,
leaving the confines of her bedroom hideout to fight
against typical teenage angst. Her signature quote:
"Action is everything!"
Action Girl was created by writer/artist Sarah
Dyer, who started various Action Girl projects in 1992
"as a desire to see self-published work by women
profiled." Although Smith first appeared as a non-
superhero alter ego of Dyer herself in various
fanzines and Dyer's own Action Girl Newsletter during
the early 1990s, it was not until 1995 that Action Girl
appeared as a superhero, in Dyer's self-published
Action Girl Comics #2. Dyer quickly introduced Action
Girl's support team, friends Jenna, Lilia, and Marina,
who collectively make up "Team Action," as well as a
cool "signal ring" that Jenna created so that Action
Girl could call upon her comrades in times of need.
With no superpowers except for superheroic determi-
nation, the group has battled the Go-Go Gang, the
Catgirls from Mars, and Neutrina (who eventually
reformed and joined Team Action as Ultra Girl).
Action Girl is often aided by her ally, fellow high-
school student Flying Girl, created by Elizabeth
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Adam Strange
Action Girl #7 © & ™ 1996 Sarah Dyer.
COVER ART BY SARAH DYER.
Watasin. Flying Girl is Ginnie Exupery, Action Girl's
best friend and one true confidante. Watasin has
taken time to flesh out their friendship — devoting
an entire story to the girls discussing their motiva-
tions as heroes — Action Girl having chosen her pro-
fession, Flying Girl reluctantly pursuing it. As a birth-
day present, Flying Girl introduces Action Girl to the
power of flight by taking her to a vertical wind tunnel
(as depicted on the cover of Action Girl #7 [1996]).
Action Girl Comics, a comic anthology created
to showcase the work of women comic-book writers
and artists, drew a surprisingly mixed fan base.
Fans of both genders responded to the display of
"practical, small-scale action" (as one reviewer
termed it), the girl-friendly heroes being a refreshing
departure from the very adult-themed mainstream
superheroine fare of the day. "Girls naturally
responded to the empowerment undertones of the
comic, but guys seemed to really embrace it as
something that was not didactic, anti-male, or exclu-
sivist," observed Dyer. Every issue of the comic fea-
tures paper-doll cutouts, with hip wardrobe addi-
tions such as thrift-store-bought Doc Martens.
While the comic has showcased the work of some
forty writers and artists, the creators other than
Dyer who have contributed to Action Girl stories are
Watasin and artist Elim Mak. — GM
Adam Strange
Among the many things gripping the imaginations of
children in the late 1950s were the emerging super-
heroes of the Silver Age of comics (1956-1969)
and the beginnings of the space race. DC Comics
decided to combine those two interests by launch-
ing a pair of space heroes in its tryout comic book
Showcase. The first to appear was the futuristic
spaceman, Space Ranger, while the second (who
premiered in Showcase #17 in late 1958) was
Adam Strange, overseen by longtime science fiction
fan and editor Julius Schwartz. His first choice as
artist was Carmine Infantino, but, as Infantino was
currently entertaining the troops in Korea, Mike
Sekowsky was drafted in for the three Showcase
issues. When these proved popular, Strange moved
over to the Mystery in Space comic, where he
enjoyed a run of fifty issues, most of them drawn by
Infantino and written by the prolific Gardner Fox.
Strange is first seen deep in the Andes,
searching for lost cities, when some sort of beam
suddenly transports him light years across the uni-
verse to the planet Rann, where he is confronted by
those science-fiction staples, the pretty girl and the
raging monster. Having dispatched the beast,
Strange and his maiden-in-distress (rejoicing in the
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African-American Heroes
suitably off-worldly name Alanna) travel to the near-
est city with her father, a scientist called Sardath. It
turns out that the transporter ray — a zeta-beam —
was only intended to contact far-off planets and
that Strange's precipitous arrival on Rann was acci-
dental. Unfortunately, the effect of the beam wears
off after a while, and Strange is zapped back to
Earth, but he has by then developed a taste for sav-
ing far-off worlds (and far-off girls called Alanna). So
each story for the next six years begins with
Strange whizzing around the world to catch the next
zeta-beam and zoom off back to Rann.
Probably no comic series better typifies the
hope and optimism of the postwar "new frontier"
than Adam Strange under Fox and Infantine Even
his costume — a sleek red suit with aerodynamic jet
pack and a shark-fin on his cowl (rather resembling
the tail fins popular on cars of the late 1950s and
early 1960s) — seemed to be emblematic of the
era. Infantino's art was dynamic, slick, and very styl-
ish, and the strip was littered with the sort of stark,
elegant, and futuristic cities that architect Frank
Lloyd Wright would have been proud of. Strange
himself was the thinking man's superhero, prefer-
ring to use his intellect rather than his fists to
defeat the menace of the week (although having his
own ray gun also came in handy).
And menaces there certainly were. Seemingly
every time that Strange beamed down he was con-
fronted by a panicking Alanna, describing yet another
world-shattering horror, be it Jakarta the Dust Devil (a
sort of sentient dust storm); a living, tentacled world;
or Ulthoon the living tornado. A particularly entertain-
ing alien race were the cube-headed Vantorians, who
struck terror into their enemies with their deadly vac-
uum cleaners. For much of his run, Strange seemed
to exist in a fictional world of his own, though he did
share a villain — the insect-eyed Konjar Ro — with DCs
superhero team the Justice League, resulting in a
memorable meeting with those adventurers.
Although the strip had a devoted following, it
was never a massive seller, and when Fox and
Infantino were moved over to revive the failing
Detective Comics the strip nose-dived in popularity.
It struggled on for a further ten issues before being
replaced by the ludicrous Ultra the Multi-Alien, and
Strange was banished to a life of occasional guest
spots and the odd backup series. In a touching
1970s issue of The Justice League, Strange and
Alanna finally got married, and many years later the
pair appeared in a few issues of Alan Moore's revo-
lutionary Swamp Thing comic. That brief revival
prompted an ill-conceived, darker 1990 miniseries
that was not well received by fans, and perhaps
showed that the feature was very much a product of
a more innocent time, with no place in a more cyni-
cal real world. — DAR
African-American
Heroes
In 1990, DC Comics editorial director Dick Giordano
was asked by one of his young staff editors why vir-
tually all of the DC superheroes were white:
"Because they were created in the 1940s by Jews
and Italians who wrote and drew what they knew,"
he replied.
FJ20M INVISIBILITY
TO COMIC BELIEF
Superhero comic books have mirrored societal
trends since their inception, and when the medium
originated in the late 1930s, African Americans
cast no reflection: Segregation made blacks invis-
ible to most whites.
When African Americans did appear in the early
comics, they were abhorrently stereotyped with wide
eyes and exaggerated pink lips, portrayed as easily
frightened to elicit a chuckle from the white reader,
and characterized as utterly dependent upon their
Caucasian benefactors. The cover of The Spirit #1
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African-American Heroes
(1944) promised "action, thrills, and laughs," the lat-
ter provided by black sidekick Ebony White, nervously
tiptoeing through a graveyard while sticking close to
his protective mentor, the white Spirit. Timely (later
Marvel) Comics' kid team the Young Allies included
an African-American teen named Whitewash Jones —
the "comic relief" equivalent of Buckwheat from the
Our Gang (a. k.a. "The Little Rascals") theatrical
shorts — who was frequently rescued by white heroes
Bucky and Toro. No black sidekick was more offen-
sive than Spirit-clone Midnight's aide Gabby, the talk-
ing monkey, drawn in some stories to resemble a
chimp-sized black person with a tail.
Other portrayals of people of color depicted
them in subservience. A black butler answering the
door in the Vision story in Marvel Mystery Comics
#13 (1940) announced to white visitors, "Ise sorry,
gennilmun, de doctor is pow'ful busy, experuh-
mintin!" Lothar, the aide to comic-strip hero Man-
drake the Magician, "served for many years as the
dumb, faithful factotum of the intelligent white
man," wrote Reinhold Reitberger and Wolfgang
Fuchs in their book Comics: Anatomy of a Mass
Medium (1972). "This black man, dressed in a lion
skin and wearing a fez, could be trusted at first to
perform only the simplest of tasks for the intellectu-
al Mandrake."
Sidekicks and servants aside, the integration
of white and black Americans was mostly avoided
during comics' Golden Age (1938-1954). DC
Comics, however, published at least two stories in
the later Golden Age that included early attempts at
enlightenment. World's Finest Comics #17 (1945)
shows African-American World War II servicemen on
leave being denied service in a "white-only" restau-
rant, and in Batman #57 (1950), the hero stops a
fight between a white man and a black man. But
instances such as these were rare. African Ameri-
cans remained in the background, if seen at all, in
comic books of the late 1940s and 1950s,
although a handful of titles specifically targeted a
black audience: All-Negro Comics (1947), Negro
Heroes (1947-1948), and Negro Romance (1950).
WB FTBST BLACK SUPeZHZZO
During the early Silver Age (1956-1969),
African Americans were nonexistent in the pages of
DC Comics' superhero series like Superman, The
Flash, or Green Lantern. Remarked historian Brad-
ford W. Wright in his tome Comic Book Nation
(2001), "Handsome superheroes resided in clean,
green suburbs and modern, even futuristic cities
with shimmering glass skyscrapers, no slums, and
populations of well-dressed white people." The bur-
geoning Marvel universe, commencing from the
release of Fantastic Four#l (1961), occasionally
depicted a token person of color amid Manhattan
crowd scenes, or in an urban school class with
Peter (Spider-Man) Parker. By 1965, war— "the
great leveler," according to Reitberger and Fuchs —
afforded African Americans equality in the fictional
realm of war comics, with black soldiers like Jackie
Johnson (from the Sgt. Rock series in DCs Our
Army at War) and Gabriel Jones (from Marvel's Sgt.
Fury and His Howling Commandos) valiantly fighting
alongside whites in stories set during World War II.
Marvel made history by introducing the Black
Panther in Fantastic Four #52 (1966). Whether the
comic's writer, Stan Lee, intentionally named the hero
after the militant civil rights group, the Black Panthers,
is uncertain. The Panther — actually Prince T'Challa of
the affluent, industrialized African nation of Wakan-
da — was highly educated, extremely noble, and amaz-
ingly lithe, becoming a colleague of the Fantastic
Four's resident brain, Reed Richards (a. k.a. the
immodestly nicknamed Mr. Fantastic). The Black Pan-
ther broke the color barrier for African Americans in
the world of superheroes and was portrayed as an
admirable role model for readers of any race. The
impact of his introduction, however, was not apparent
from an examination of the cover: The Black Panther's
full facemask provided no hint as to his ethnicity.
Though the 1966 premiere of the Black Pan-
ther is regarded as acutely influential from a long-
term historical perspective, the hero appeared spo-
radically at first, and no other African-American
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African-American Heroes
Jungle Action #10 © 1974 Marvel Comics.
COVER ART BY GIL KANE AND FRANK GIACOIA.
superheroes followed his lead. The comics industry
was experiencing a superhero boom during the mid-
1960s and regarded black superheroes as a finan-
cially risky venture given the social unrest playing
out on college campuses and in American streets
of the day. Yet through the actions of real-life
activists, most notably the Reverend Dr. Martin
Luther King Jr. — the greatest African-American hero
of the decade — a blending of cultures was transpir-
ing across America, warmly welcomed by the pro-
gressive, vehemently resisted by the ignorant, and
violently opposed by the bigoted.
Avengers #52 (1968) took the next giant step
for African-American heroes in comics by admitting
the Black Panther into the roster of Marvel's
mighty superteam — and this time, the color of
T'Challa's skin was clearly evident on the cover
(and in the interiors), as his facemask was modi-
fied to reveal his nose, mouth, and chin. Scribe
Roy Thomas dropped the "Black" from the hero's
name to distance Marvel's Panther from the mili-
tant group, and showed no fear in chronicling
white America's distrust of people of color. When
T'Challa arrived at Avengers headquarters to
report for duty, he discovered three of his new
teammates apparently dead, and he was suspect-
ed of and arrested for the crime by Caucasian
operatives of the covert organization S.H.I.E.L.D.
The Panther was soon cleared, and his fellow
Avengers, unlike S.H.I.E.L.D., were colorblind,
accepting T'Challa with no hesitation.
Then came the Falcon, a black hero flying into
Captain America #117 (1969). Behind his feathered
fighting togs was Harlem social worker Sam Wilson,
who guest-starred with Marvel's "Star-Spangled Sen-
tinel" before actually becoming his teammate, shar-
ing cover co-billing. Noteworthy is the fact that Cap-
tain America, the superheroic embodiment of Ameri-
can ideals, was the first white superhero to partner
with a black superhero; he also endorsed the Black
Panther's membership in the Avengers. Cap's
actions tacitly endorsed racial equality, imprinting
the mores of many of Marvel's readers.
"Alienated superheroes like the Hulk and the
Silver Surfer especially empathized with African
Americans," historian Wright observed. "The green
Hulk befriends an impoverished black teenager
and explains to him, 'World hates us ... both of
us! ... Because we're different!'" African Ameri-
cans were now a part of the Marvel universe. Out-
side of the occasional in-house public-service
announcement extolling racial harmony, however,
DCs world — its superheroes, its supporting cast,
and its incidental background characters — was
almost exclusively white.
But DC was about to receive a wake-up call.
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African-American Heroes
THE ZeLBVANCe MOVSMSNT
Writer Denny O'Neil grabbed DC Comics and its
readers by their collective collar and forced them to
address racism in the landmark Green Lantern/
Green Arrow #76 (1970). A haggard old African-
American man asked the following of Green Lantern,
the power-ring-wielding, conservative cosmic cop:
I been readin' about you ... how you work for
the blue skins ... and how on a planet some-
place you helped out the orange skins ... and
you done considerable for the purple skins\
Only there's skins you never bothered with — !
... The black skins! I want to know ... how
come?! Answer me that, Mr. Green Lantern!
On the 2003 History Channel documentary,
Comic Book Superheroes: Unmasked, O'Neil
revealed his rationale behind that speech: "It was
too late for my generation, but if you get a real
smart twelve-year-old, and get him thinking about
racism," then change can be effected.
A "relevance" movement swept DCs comics,
and people of color at last gained visibility. "It's
important that I live the next 24 hours as a black
womanl" asserted Metropolis' star reporter to the
Man of Steel as Lois Lane — now with brown skin
and an Afro hairdo — exited a pigmentation-altering
"body mold." This scene played out on the cover of
Superman's Girl Friend Lois Lane #106 (1970), in a
tale titled "I Am Curious (Black)," described by
writer Les Daniels in his book, Superman: The Com-
plete History (1998), as a "well-intentioned but
unsuccessful story, inexplicably named after a sexu-
ally explicit film." DC had better results with the
introduction of John Stewart, the African-American
"substitute" Green Lantern, first seen in Green
Lantern/Green Arrow #87 (1972). Stewart so
extolled "Black Power" that GL/GA #87's cover
blurb touted, "Introducing an unforgettable new
character who really means it when he warns ...
'Beware My Power.'" Even DCs romance titles, long
the home for fairy tales starring spoiled white debu-
tantes, printed love stories featuring black women
(often social workers) and men.
One "relevant" moment in a DC comic ignited a
firestorm of controversy. In Teen Titans #26 (1970),
Mai Duncan, a black member of the Titans, was
given an innocent farewell kiss by his teammate
Lilith — who was white. "This was a superhero group,
and Mai and Lilith were friendly — why wouldn't she
kiss him good-bye?" thought Giordano, the editor of
that issue, in his recollections in his biography, Dick
Giordano: Changing Comics, One Day at a Time
(2003). When others at DC objected to the scene
prior to its publication, Giordano instructed the col-
orist to color the scene monochromatically, to call
less attention to it. "Regardless of its hue, it made
some readers see red," observed Giordano biogra-
pher Michael Eury. Some readers wrote hate mail to
the editor — including a death threat! — but a flood of
supportive letters validated Giordano's gutsy inter-
racial encounter.
Outside of comics, doors were opening for
African Americans in popular culture. Primetime tele-
vision introduced series featuring black leads, includ-
ing Julia (1968-1971) and Sanford and Son
(1972-1977). The interracial friendship of real-life
Chicago Bears football stars was chronicled in the
tearjerker telefilm Brian's Song (1971), starring Billy
Dee Williams as Gayle Sayers and James Caan as
Brian Piccolo. "Blaxploitation" — a trend of low-budget
movies starring black action heroes — became popu-
lar through vehicles like Shaft (1971) and Superfly
(1972).
T'M BLACK ANP I'M PZOUP
Marvel Comics once again took a momentous
stride forward by producing the first comic-book
series starring an African-American superhero: Luke
Cage, Hero for Hire #1 (1972). "Lucas" was a street-
wise black man unjustly incarcerated and given
superpowers — superstrength and ultra-dense skin —
in a scientific "experiment" intended to destroy him.
He punched his way through the stone walls of jail
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African-American Heroes
and, as a free man, sold his augmented talents as a
mercenary. With his Afro, open-shirted funky disco
outfit, and bad-ass attitude, Cage was Shaft as a
superhero — the cover to his first issue, in fact, was
blatantly inspired by the montage motif so common
among blaxploitation movie posters. He eventually
called himself "Power Man," beginning in issue #17
of his magazine. (Nicolas Coppola, a young fan of
Luke Cage, Hero for Hire, was so enamored of the
character that he took his name, and is better known
as Academy Award-winning actor Nicolas Cage.)
Luke Cage, Hero for Hire trailblazed a trend:
Marvel broadened its universe with new black
superheroes. Tomb ofDracula #10 premiered the
vampire slayer Blade, a human/vampire crossbreed
with a mission to destroy Deacon Frost, the vampire
that killed his mother as she was giving birth to
him. Blade rode the wave of 1970s superhero blax-
ploitation, then retreated into the void until several
1990s revivals and a successful 2000s franchise
of live-action movies. Brother Voodoo, first seen in
Strange Tales #169 (1973), mixed the supernatural
with superheroics. He was Jericho Drumm, a U.S.-
schooled physician who returned to his native Haiti to
avenge his brother's death by using occult powers.
The Black Panther leapt into his own series beginning
with Jungle Action #5 (1974), in an acclaimed collab-
oration by writer Don McGregor and African-American
artist Billy Graham. This duo handled provocative
subject matter, including T'Challa's war with the Ku
Klux Klan (issues #19-#23 [1975-1976]). Despite
its innovation, Jungle Action was canceled in 1976
and replaced with the hero's own title, produced by
the legendary Jack Kirby, who, unfortunately, made
Black Panther (1977-1979) a routine superhero
comic.
Storm, the African weather-controlling goddess,
moved to the U.S. to join Marvel's menagerie of
mutants in Giant-Size X-Men #1 (1975), and black
scientist Bill Foster became a ten-foot superhero in
the short-lived series Black Goliath (1975-1976).
Discounting Storm's inclusion in the popular X-Men
series, these titles failed to attract their target audi-
ence — black readers — and carried marginal appeal
to whites of the era. Only Cage's comic survived
past the 1970s, and did so by incorporating a white
co-star, Iron Fist. Penned commentator Aylze Jama-
Everett in the irreverent magazine BadAzz MoFo vol.
2 #3 (1998), "There are just more white geeks in
America than black. And sadly, little cracker geeks
ain't down with brothers and sisters kicking honky
ass on a monthly basis."
Just when the 1970s black-hero boom was
dying, DC joined in with its own African-American
headliner. Black Lightning #1 (1977) starred Jeffer-
son Pierce, an inner-city high-school teacher in the
"Suicide Slum" district of Superman's berg, Metrop-
olis. To help clean up the community's drug traffic —
and to give teens in the 'hood an empowering role
model — Pierce donned a voltage-generating belt, a
blue bodysuit with stylized yellow lightning bolts,
and a white mask (with an Afro attached!) and took
to the streets as Black Lightning. His title was dis-
connected after eleven issues, falling prey to the
1978 "DC Implosion," a collapse brought on by an
overaggressive expansion the year prior.
THE CKLWZAl. &LZNP
The shackles had been broken, and beginning
in the 1980s African Americans were regularly
depicted as superheroes. Cyborg, a black teen
whose nearly destroyed body had been outfitted with
cybernetics, premiered in The New Teen Titans #1
(1980). New Orleans Police Captain Monica Ram-
beau acquired the ability to become living energy as
Captain Marvel in The Amazing Spider-Man Annual
#16 (1982), but later changed her heroic name to
Photon. In a storyline running from 1979 to 1985 in
the pages of Marvel's Iron Man, white industrialist
Tony Stark, secretly Iron Man, succumbed so deeply
to alcoholism that his best friend, African American
Jim Rhodes, temporarily replaced him in the super-
charged armor. Black Lightning returned, not as a solo
character, but as a team member, in DCs Batman and
the Outsiders/ The Outsiders (1983-1988). Other
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Alpha Fight
people of color came and went through myriad
series, some as heroes, some as supporting cast
members or villains.
Since the 1980s, black superheroes have
occasionally received their own comics. Notable
examples include the four-issue Black Panther
miniseries (1988) that addresses apartheid; Green
Lantern: Mosaic (1992-1993), starring John Stew-
art; DCs Steel (1994-1998), a Superman spinoff;
a monthly Black Panther series (1998-2003) exam-
ining Wakanda's role in a volatile and vastly chang-
ing global landscape; and several attempts to
revive Power Man, including the hard-hitting, graphi-
cally shocking Marvel "MAX" interpretation Cage
(2002). The mainstream media took note when
Marvel published a provocative miniseries, Truth
(2003), which revealed that the "super-soldier
serum" that created Captain America had actually
been tested on black GIs, one of whom had a
secret career predating the Captain's. This was fol-
lowed by a series (telling the story of the secret
Captain America's son) that did not cause a stir
with the general public but was more anticipated in
fan circles: The Crew (2003), by popular Black Pan-
ffterwriter Christopher Priest, is unusual both for
starring a black and Latino superteam and for its
unflinchingly realistic look at modern race and class
relations.
In the early 1990s, a group of African-American
comic-book writers and artists banded together to
produce superhero comics starring multicultural
(largely black) characters, presenting "a range of
characters within each ethnic group, which means
that we couldn't do just one book," explained
Dwayne McDuffie, one of the partners involved, in
DC Comics: Sixty Years of the World's Favorite
Comic Book Heroes. "We had to do a series of
books and we had to present a view of the world
that's wider than the world we've seen before."
Under the DC Comics-published imprint Milestone
Media, a handful of series were released, spanning
several years of publication. Milestone titles includ-
ed Icon (1993-1997), Hardware (1993-1997), The
Blood Syndicate (1993-1996), and Static
(1993-1997). Arguably the most famous African-
American superhero is Spawn. Published by Image
Comics, Spawn #1 (1992) sold 1.7 million copies
and made its creator, Todd McFarlane, a wealthy
superstar.
African-American heroes have been visible in
films and on television since the 1970s. Black Vul-
can, inspired by DCs Black Lightning, appeared in
TV's animated All New Super Friends Hour (1977),
and Cyborg was among the cast of Super Powers
Team: Galactic Guardians (1985). Meteor Man
(1994), starring Robert Townsend as an African-
American caped superman, and Blankman (1994),
a superhero satire featuring comedian Damon
Wayans, failed to attract large box-office receipts. A
similar sad fate was met by the Fox network's one-
season show M.A.N.T.I.S. (1994-1995), starring
Carl Lumly as an exoskeletoned super-scientist in
moody adventures. A live-action theatrical version of
Spawn (1997) was followed by made-for-video
sequels and an HBO animated series. Basketball
star Shaquille "Shaq" O'Neal portrayed DCs iron
man in the poorly reviewed theatrical Steel (1997).
Townsend returned to tights as the "Bronze Eagle"
in the Disney Channel telemovie Up, Up, and Away!
(2000), featuring a family of black superheroes.
Wesley Snipes sizzled on the big screen as Marvel's
martial artist/vampire slayer in Blade (1998), Blade
11(2002), and Blade: Trinity (2004). And Green
Lantern John Stewart is among the most popular
heroes on the Cartoon Network's Justice League
(2001-present). —ME
Alpha flight
"One side, super heroes ... This is a job only we can
handle!" So says the team of Canadian heroes on the
front cover of Alpha Flight #1 (August 1983). A spin-
off from the ultra-popular X-Men series where the
characters had first appeared, the members of Alpha
Flight were the creation of writer/artist John Byrne.
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Alpha Fight
They were also the first non-American superteam to
garner their own title at Marvel Comics.
The first member of Alpha Flight to appear was
Weapon Alpha in X-Men #109 (February 1978). In
that story, a man named James MacDonald Hud-
son, garbed in a costume based on the Canadian
flag, attempts to retrieve Wolverine (whom he calls
"Weapon X") and return him to Canada. Defeated,
Hudson returns in X-Men #120-#121 (April-May
1979) with a team of heroes called Alpha Flight,
and they face off against the X-Men. This time, Hud-
son calls himself "Vindicator," and he is accompa-
nied by Sasquatch, Snowbird, Aurora, Northstar, and
Shaman. The X-Men learn that, prior to joining
them, Wolverine had been involved with Alpha Flight
in Canada. The mutant heroes would later meet
their Canadian counterparts again to stop the mys-
tical beast Wendigo in X-Men #139-#140 (Novem-
ber-December 1980).
It would be another few years until the full
story of Alpha Flight began to unspool in their own
series. There, it was revealed that Hudson was a
brilliant engineer who had developed a superpow-
ered armored suit and helmet that allowed him to
channel Earth's magnetic fields to fly and project
force fields and concussive blasts. Stealing the
suit from his employers who wanted to use the
suit for evil goals, Hudson sought refuge with the
Canadian government. The Canadian Ministry of
Defense soon put Hudson in charge of Depart-
ment H, a top-secret project. Inspired by the for-
mation of the Fantastic Four, Hudson began to
assemble superpowered individuals to protect the
Great White North. After his first recruit — Wolver-
ine — left Canada, Hudson decided to lead the
team as Vindicator, though he later chose the
name Guardian.
Hudson's wife, Heather McNeil Hudson, had
been his research assistant prior to their marriage,
and she assisted him with Alpha Flight duties.
When Hudson was apparently killed, she took on
the battle-suit and powers of Guardian, renaming
herself Vindicator. She remained the team leader
on and off throughout its many adventures, until the
resurrection of James Hudson.
Northstar and Aurora were orphaned twin
brother and sister Jean-Paul and Jeanne-Marie
Beaubier. Raised separately, they were unaware of
the fact that they were superpowered mutants until
they were teenagers. Jeanne-Marie had a difficult
childhood and developed a split personality, with
one side of her very uninhibited, and the other side
deeply religious. Jean-Paul had fared better, becom-
ing an Olympic skiing champion (perhaps through
the use of his mutant powers), but he too held a
secret: He was homosexual. The Beaubiers were
reunited by Hudson as members of Alpha Flight,
where they discovered that their similar powers —
flight and superspeed — were accented when they
touched hands; then they could create brilliant
bursts of light.
Sasquatch was Walter Langkowski, an ex-foot-
ball player who became a doctor specializing in
gamma radiation transformations, such as that
experienced by Bruce Banner into the Hulk. Bom-
barding himself with radiation from his own experi-
ments, Langkowski became able to transform him-
self at will to a ten-feet-tall orange-furred creature
who had superstrength and stamina.
Snowbird was Narya, a demigod born to the
Eskimo goddess Nelvanna. Raised on Earth by
Shaman, Narya had the ability to transform into any
white-colored animal from the arctic north of Cana-
da. Narya eventually assumed the identity of Anne
McKenzie, who worked for the Royal Canadian
Mounted Police as a records officer. Shaman was
Michael Twoyoungmen, a Native North American who
had rejected the magical ways of his lineage to
become a medical doctor. After the death of his wife
and grandfather — and an estrangement from his
daughter — Twoyoungmen began to study the mysti-
cal arts of the Saracee (nee Sarcee) Indian tribes-
people. He eventually became a powerful magician.
*>
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Alternative Futures
Hudson's Department H supported not only
Alpha Flight, but subsidiary groups as well; training
in the lower ranks were other newer heroes as part
of Beta Flight, and completely new recruits as
Gamma Flight. Two Beta members graduated to
Alpha Flight in the first issue of their comic. Puck
was Eugene Milton Judd, a gymnastic strongman
and ex-soldier-of-fortune who had been cursed with
both long life and the shrinking of his body to dwarf-
size. Marrina was Marrina Smallwood, a yellow-
skinned amphibious girl who could breathe under-
water and swim at great speeds.
Over the years, the Alpha Flight team — head-
quartered in British Columbia — went through an
astonishing number of permutations. Beta and
Gamma members joined, including the robotic Box,
Shaman's magical daughter Talisman, insane mutant
Wild Child/Wildheart, hard-skinned Diamond Lil,
armored blaster Windshear, mind-controllers Purple
Girl and Murmur, brothers Radius and Flex who
could control force fields and metals, and many oth-
ers. Characters were killed (Guardian, Marrina,
Snowbird, Sasquatch, Box), were resurrected
(Guardian, Marrina, Snowbird, Sasquatch), went
insane and were cured (Aurora, Wild Child), lost
their children (Snowbird), experienced debilitating
sicknesses (Northstar, Diamond Lil), were cloned
(Guardian), and even changed sexes (Sasquatch)!
Additionally, the Canadian government disbanded
and reinstated Alpha Flight several times, and
Department H itself became corrupted. Villains they
fought included the Master of the World, Omega
Flight, Wendigo, Ranaq the Great Devourer, the
Dream Queen, Gilded Lily, and others.
As a comic book series, Alpha Flight was at its
best under creator Byrne, but he left the series with
issue #28 (November 1985), telling readers in a
text piece, "I've finally told all the Alpha Flight sto-
ries I have to tell." A succession of writers and
artists have guided the book through the years, with
the most famous being newcomer Jim Lee, who
made his Marvel art debut on Alpha Flight #51
(November 1987). Alpha Flight was canceled in
March 1994 with issue #130, but it was revived
again for a second series in August 1997 by writer
Steve Seagle. This incarnation didn't last quite as
long, and it was canceled with issue #20 (March
1999), a victim of Marvel's bankruptcy cutbacks as
much as the book's own depressed sales.
Although the series is best remembered for
featuring Marvel's first gay superhero, Northstar,
and for being Canadian, Alpha Flight has continued
to appear in today's Marvel universe. A trio of two-
pack Alpha Flight action figures were released in
1999 by Toy Biz, and the characters made their first
animated appearance in a second-season episode
of Fox's animated X-Men series in November 1993.
In 2002, Northstar joined the cast of Uncanny X-
Men with issue #414 (December 2002), while Auro-
ra and Wild Child became cast members of Weapon
Xwith issue #1 (November 2002). Given Alpha
Flight's popularity among fans, it was no surprise
when the announcement came that Canada's pre-
miere superhero team would once again push aside
other heroes to regain its own ongoing series in
2004. — AM
Alternative
Futures
Hailing from the hinterlands of science fiction, the
superhero genre has a history of asking speculative
questions about the future. During the 1960s, a
time when the promise of the burgeoning space age
contrasted sharply with cold war nuclear fears, DC
Comics pioneered the exploration of possible
futures. Some of these "imaginary stories" — an
awkward term that DC used to describe stories set
outside of canonical continuity — offer tantalizing
glimpses into worlds that might, or might not, one
day come to pass.
One of the more memorable of these appeared
in Superman vol. 1 #181 (1965). Set in 2965, the
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Alternative Futures
story introduced Clar Ken, a direct descendant of
the original Man of Steel. Ken, who bears an aston-
ishing resemblance to his famous forebear, wears
his ancestor's indestructible costume, and has
even inherited some of his powers, such as X-ray
vision. The latest in a long line of interplanetary
policemen descended from the first Superman, Ken
swears to use his super powers "to uphold the prin-
ciples of democracy and the enforcement of the law
... never for selfish or evil ends!"
DCs Silver Age (1956-1969) was replete with
such upbeat forecasts, a fact perhaps best exempli-
fied by the Legion of Super-Heroes, a team of thirti-
eth-century superpowered teenagers that first saw
action in Adventure Comics #247 (1958). The mag-
netic-powered Cosmic Boy, the electrically gifted
Lightning Lad, and the telepathic Saturn Girl travel
backward in time to offer a teenage Superman
(Superboy) membership in their group. This
encounter inaugurated nearly half a century of
Legion stories, which depicted the peaceful,
advanced civilization of Earth — and of the United
Planets, to which it belongs — that holds sway a mil-
lennium hence (though this thirtieth century
appears to be lateral to and separate from the one
inhabited by the aforementioned Clar Ken). As
Utopian as this world appeared, however, it still pro-
duced more than enough supervillains and would-be
world-beaters to keep the Legionnaires (not to men-
tion generations of comics writers) extremely busy.
DCs thirtieth century yielded a wealth of alter-
native-future stories. Adventure Comics #355
(1967) introduced adult versions of the Legion-
naires, setting up prophetic expectations about the
destinies of the teenage teammates. In a 1970s
version of Legion continuity — the group's history is
occasionally subject to retroactive revision (known
as "retconning")— in Superboy vol. 1 #217 (1976),
Laurel Kent, another remote descendant of Super-
man, tried unsuccessfully to join the team; her sole
power, invulnerability, was considered redundant. In
an earlier Legion timeline, a set of teenage twins
descended from the Flash (a.k.a. Barry Allen) were
*
offered slots on the Legion roster, but they had to
decline membership when their superspeed powers
turned out not to be permanent (Adventure Comics
#373, 1968). Much later, DC published an interstel-
lar Arthurian epic set in a decidedly non-Legion-
oriented thirtieth century: Camelot 3000, a twelve-
issue miniseries (1982-1985) by writer Mike W.
Barr and illustrator Brian Bolland.
The inconsistencies between DCs proliferating
alternative futures became most apparent with the
advent of Jack Kirby's Kamandi (1972-1978);
inspired by the Planet of the Apes films, this series
depicts a nuclear war-ravaged Earth of several cen-
turies hence, where mute, bestial humans are ruled
by sentient tigers, gorillas, and other nonhuman ani-
mals. Here, Superman's indestructible costume is a
relic of an extinguished and all-but-forgotten heroic
age (Kamandi #29, 1975), rather than a revered
Kent family heirloom handed down from father to son
for a millennium. In a similar super-dream gone sour,
DCs twenty-fifth century was home to a time-traveling
malefactor known as Professor Zoom; this self-styled
"Reverse-Flash" (who debuted in The Flash #139,
1963) wore a yellow-and-red Flash costume (the neg-
ative image of the original) during his many battles
against the Scarlet Speedster. The mutually exclusive
futures inhabited by Clar Ken, the Legion of Super-
Heroes, the Reverse-Flash, and Kamandi serve to
underscore the time-honored science-fictional notion
that the future is fluid, and not fixed. In DCs far-flung
future(s), anything is possible; for example, in the
year 85,271 A.D., J'onn J'onzz the Martian Man-
hunter still protects the Red Planet from cosmic men-
aces (Martian Manhunter\io\. 2 #1,000,000, 1998).
DC introduced yet another strand in its com-
plex alternative-future tapestry in World's Finest
Comics #215 (1973), in which the teenage sons of
Superman and Batman debuted as a recurring fea-
ture. Although DC never specifically mentioned the
time frame of these stories, the "Super-Sons" were
clearly the product of a possible future, since nei-
ther Superman nor Batman were then portrayed as
old enough (or married enough!) to have nearly
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Alternative Futures
adult offspring. This wasn't the first time comics
audiences read about possible future offspring of
the Caped Crusader or his supporting cast. In Bat-
man #145 ("The Son of the Joker," 1962), a future
Bruce Wayne passed the cape and cowl down to an
adult Dick Grayson, whose sidekick was the
teenage son of the selfsame Bruce Wayne. Each
member of this "Dynastic Duo" wore a large yellow
Roman-numeral "II" on his chest as they chased a
second-generation Joker. DC attempted to resolve
its many incompatible might-be worlds with Crisis
on Infinite Earths (1985-1986), a twelve-issue
miniseries that hit the "reset button" on vast
swaths of DCs past, present, and future; the Legion
of Super-Heroes was among the alternative futures
to make the cut (with the retroactively eliminated
Superboy shunted into an alternate "pocket uni-
verse"), while Kamandi's dystopia did not.
Though rival publisher Marvel Comics took
great pains to maintain a coherent, companywide
continuity, it too presented several competing alter-
native futures. All of these were justified by the con-
ceit of an infinitely branching multiverse capable of
holding any number of possible worlds. But this tidy
temporal resolution did not prevent the time-travel-
ing Kang the Conqueror (a.k.a. Rama-Tut, who first
appeared in 1963's Fantastic Four #19) from imper-
iling the entire skein of history. Like DCs Legion-
naires, Kang originated in a possible thirtieth centu-
ry, from which he traveled backward in time to con-
quer ancient Egypt (as Rama-Tut), and later subjugat-
ed Earth of 4,000 A.D. before attempting an assault
on the twentieth and twenty-first centuries. Marvel's
Guardians of the Galaxy, a superteam that fought to
free humanity from the tyrannical yoke of the reptile-
like alien Badoon, came from an alternate thirty-first
century (Marvel Super-Heroes vol. 1 #18, 1969, and
later series in the 1970s and 1990s).
Marvel's notion of an infinitely branching multi-
verse may have reached its apotheosis with the
advent of the first What If? series (1977), which
showed what might have happened had contingency
caused certain pivotal superhero adventures to turn
out differently. What If? asked and answered such
questions as, "What if the Avengers had never
assembled?" [What If? #3, 1977), "What if Conan
the Barbarian came to the twentieth century?"
(What If? #13, 1979), "What if Spider-Man's clone
had survived?" (What If? #30, 1981), and "What if
Daredevil's girlfriend Elektra hadn't died?" (What If?
#35, 1982). What If? was renowned for stories
depicting how small changes in past and present
events might snowball into future catastrophes,
sometimes leading to the destruction of Earth or
even the annihilation of the universe itself. The
series concluded in 1984 after a 47-issue run, and
a second What If? series replaced it in 1989, gener-
ating 114 issues until its cancellation in 1998.
During the 1980s and 1990s, the alternative
futures that appeared in superhero comics became
progressively darker and more sophisticated. In
Marvel's Uncanny X-Men #141 and #142 (1981),
writer Chris Claremont and artist John Byrne treated
audiences (as well as the X-Men themselves) to a
glimpse of a future in which the Earth's superpow-
ered mutants (hero and villain alike) have been
hunted to near-extinction by hysterical politicians
and a relentless army of giant androids called Sen-
tinels, a cautionary scenario (titled "Days of Future
Past") that has been referenced many times since
both in the comics and in the X-Men feature film
series that that began in 2000.
In DCs Batman: The Dark Knight Returns
(1986) and its sequel The Dark Knight Strikes Back
(2001-2002), writer-artist Frank Miller presents a
future Gotham City so crime-infested that it draws a
retired Caped Crusader back into action, with a
vengeance; Miller's speculative dystopia not only
transforms Batman and Superman from the ami-
able partners seen in decades of World's Finest
Comics stories into adversaries and ideological
opposites, it also lets slip the dogs of nuclear war.
In Marvel's The Incredible Hulk: Future Imperfect
miniseries (two issues, 1993), writer Peter David
and artist George Perez bring the Hulk into an alter-
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Alternative Futures
native future in which an older, meaner Hulk (known
as the Maestro) rules the world as a brutal dictator.
DCs Elseworlds publishing program, intro-
duced in 1989 with a Victorian-era Batman tale
titled Gotham by Gaslight, places familiar DC super-
heroes in unfamiliar times and places, both past
and future. Writer-artist John Byrne tipped his hat to
the speculative Batman dynasty first posited in Bat-
man #145 (1962) in an Elseworlds miniseries titled
Superman and Batman: Generations (1999). This
story traces the crime-fighting careers and personal
lives of both of DCs marquee superheroes, from
1929 until nearly a millennium later. By that time,
Superman, Batman, and Lana Lang are all still
alive, and dozens of generations of hypothetical
future Kent and Wayne offspring have come and
gone. Many of these super-descendants spend
years wearing the costumes and performing the
duties established by their legendary ancestors. (In
the grand DC tradition of clashing continuities,
Byrne presented yet another future Superman in
Byrne's short-lived non-Elseworlds series Lab Rats
[2002]. The eponymous team of unwanted teens
sent on government suicide missions tests a time
machine that brings them to a destroyed Earth
dominated by a despotic, amnesiac Superman —
who regains his memory in time to prevent the
apocalyptic event that had created his timeline: the
very launch of the Lab Rats' experimental vehicle.)
Perhaps the most significant Elseworlds alternative
future is the Kingdom Come miniseries (four
issues, 1996), in which writer Mark Waid and
painter Alex Ross serve up an apocalyptic battle
royale between two factions of an aging Justice
League of America; though the climactic confronta-
tion nearly destroys the world, the series ends on a
decidedly hopeful, forward-looking note.
A number of new alternative superheroic
futures have been advanced over the past several
years, most of them taking the tone of Kingdom
Come's grimmer sequences. Marvel's 2099 line
(1992-1998) covered successors to several of the
company's most popular characters in a corrupt and
*
dangerous future. The occasional series The End
(2002-present) fast-forwards to tell the sad final
stories of various Marvel favorites. A more upbeat
Marvel future is seen in the "MC-2" series of
comics, which are rooted in a storyline about the
daughter of Mary Jane Watson and Peter (Spider-
Man) Parker (born in 1997's The Amazing Spider-
Man vol. 1 #418, then relegated to an alternate
reality by Marvel's 1998 "continuity reboot"), who
inherits her father's arachnid abilities (What If? vol.
2 #105, 1998). In a subsequent series of her own,
the girl — named May Parker in honor of her father's
beloved Aunt May — grows up and enters the family
business of costumed crime fighting (Spider-Girl,
1998-present). Like DCs revisionist Crisis on Infi-
nite Earths more than a decade earlier, Marvel's
1998 "reboot" of its superhero continuity set up yet
another new alternative future — one that is even
now slowly mapping itself out, month by month and
issue by issue.
For both Marvel and DC, the concept of alterna-
tive realities is something that goes both ways —
and even sideways. Concurrent timelines have been
prominent in comics ever since DC introduced
"Earth-2" in the 1960s (with Flash vol. 1 #123,
1961) as a home for its heroes from the Golden
Age of comics (1938-1954). This was followed by
several other "Earths" to house the heroes from
companies that DC acquired over the years (includ-
ing the original Captain Marvel and other Fawcett
Comics characters). This profusion of worlds was
another reason DC decided to clean things up with
the Crisis storyline. Marvel has had its share of
such worlds too, including the alternate Earth on
which the Squadron Supreme (a clever pastiche of
DCs Justice League) operate, and "Counter-Earth,"
a replica planet on the opposite side of the sun
where the mystical hero Adam Warlock had an odd
series of Christ-like struggles in the early 1970s.
For the mid-1990s "Heroes Reborn" event, a num-
ber of Marvel's characters spent twelve months in
an alternate dimension not unlike the established
Marvel universe, yet different enough to set up the
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America's Best Comics Heroes
year-long experiment of handing over several of the
company's most famous features (including Captain
America and Iron Man) to the star creators who had
defected to form Image Comics a few years earlier.
These worlds overlap with Marvel's main conti-
nuity as did DCs many Earths, though Marvel also
has had several stand-alone cosmos. These include
the late 1980s New Universe line of comics about
ordinary (and costume-less) people gaining strange
powers (and, it must have been hoped, attracting
audiences beyond the usual comics fan); and the
Ultimate Marvel line (2000-present) of familiar
heroes reinvented for the twenty-first century with a
hip, Sma//W//e-style spin. In 2001 and 2002 DC even
broke its own taboo against such parallel presents
with the Just Imagine line of DC stars overhauled by
Marvel founder Stan Lee. The two companies have
combined for an occasional imprint, the "Amalgam"
line, featuring one-shot appearances of characters
spliced together from each stable's stars (Superboy
plus Spider-Man equaling Spider-Boy, etc.), set in a
mix-and-match parallel dimension and done in affec-
tionate 1960s/1970s-pastiche styles. In 2003 Mar-
vel even introduced a parallel past, in the Renais-
sance-era series 1602, featuring centuries-old ver-
sions of the Marvel cast with mysterious ties to the
best-known incarnations.
As the twenty-first century loomed, Marvel
advanced what is arguably its most ambitious alter-
nate-future scenario: Earth X (thirteen issues, 1999
and 2000), followed by Universe X (twelve issues
and several one-shots, 2000-2001), and Paradise
X (another lengthy miniseries with its own specials
and offshoots [2002-2003]). Earth X shows read-
ers the world in the aftermath of a mutant plague,
which gave everyone on the planet superheroic abil-
ities as a side effect. But instead of ushering in a
new "golden age," the phenomenon precipitates
global famine, economic decline, and political
upheavals that confound U.S. president Norman
Osborn (Spider-Man's nemesis the Green Goblin
back in the "real" world); a widowed, overweight,
unmasked Spider-Man; a good-guy version of
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Venom (who is actually Spider-Man's daughter May,
bonded with her dad's old enemy the Venom sym-
biote); and a Captain Britain who now rules the
British Isles as King Britain. These series chart a
course into a fascinating-yet-frightening future that
remains, for better or worse, merely one among
many possible worlds. — MAM
America's Pest
Comics Heroes
The Internet-era axiom that "in the future, everyone
will be famous to fifteen people" rings especially
true — and can sting especially sharply — for fans and
creators of the comic-book artform. By the mid-
1990s, the man acknowledged by many as the medi-
um's all-time finest scripter, Alan Moore, found that
such acclaim brought no career security. Having
authored the 1986 miniseries Watchmen (with artist
Dave Gibbons), one of the few superhero sagas to
register as legitimate literature and also an enduring
favorite of hardcore fans, by 1996 Moore's position
in pop-culture history was secure but his footing in
the present was by no means certain. At that time,
comics entrepreneur Rob Liefeld had hired Moore to
reimagine a group of heroes Liefeld originally
launched for Image Comics and later relocated to
his own companies (first Maximum and then Awe-
some). These characters — including the Superman-
ish hero Supreme and the Wonder Woman wannabe
Glory — were in the affectionate/ironic archetype
mode that Moore had pioneered, and his handling of
the characters for the three companies brought the
approach to further heights.
But the heights quickly proved Icarus-like; Awe-
some landed in the same historical dustbin as
many Liefeld ventures, casting Moore adrift, leaving
a number of his scripts never illustrated, and turn-
ing those that were into instant collectors' rarities.
But like the transformative traumas of superhero
ft
America's Best Comics Heroes
lore (nuclear accidents, planetary explosions, bad
business plans), the experience ultimately put
Moore — and his fans — in enhanced circumstances.
By mid-1999 Moore had launched an imprint of his
own, America's Best Comics (ABC), under success-
ful indie upstart WildStorm (with a "firewall"
promised between Moore and the editorial edicts of
DC Comics, which acquired WildStorm from Image
soon after Moore joined but had alienated him
some time before). With characteristic ambition,
Moore imagined not just isolated adventure comics
but a whole alternate universe across several titles;
with sadder-but-wiser pragmatism, he and his artist
collaborators ceded ownership of almost all their
new characters at the start in exchange for a more
immediately lucrative work-for-hire deal.
Nonetheless, Moore's publishers understood
the prestige his presence conferred, and the rela-
tively free artistic hand he was given benefited pub-
lisher, author, collaborators, and readers alike
throughout his time on the titles. The line debuted
with the unlikely runaway hit The League of Extraor-
dinary Gentleman (with artist Kevin O'Neill), known
by the general public for the 2003 live-action movie
version which, remarkably, was optioned for film
before an issue of the comic ever came out. A kind
of Wild Wild West by way of Masterpiece Theatre,
the book is a dark farce in which a gamut of literary
characters — from Dracula's Mina Harker to the
Invisible Man — interact with each other and with
real-life events in a satirical swirl of the history
readers think they know and the classics they don't
really remember. The book spawned a surprising
subgenre of Victorian-era action strips (from
Cliffhanger's Steampunkto Vertigo's Barnum!) and
a second series of its own in addition to the movie.
Though ostensibly unconnected to ABC's other
books, Moore and O'Neill's 1890s terminators set
the tone for the rest of the line: Moore went back to
the very DNA of the American action hero for his
models, basing the new characters on pulp adven-
tures and even earlier popular lore, or on equally
uncharted (or at least long-neglected) precincts of
popular entertainment. The main single-character
series were Tom Strong (with artist Chris Sprouse)
and Promethea (with artist J. H. Williams III). Tom
Strong is a benevolent warrior-wiseman in the Doc
Savage mold from which Superman himself was
cast; Promethea, a kind of self-made muse, is a
spirit of creativity with roots in personified patron
saints from pagan myth (Athena) to pre-World War II
patriotic mascots (Britannia, Columbia).
Also in the first batch of ABC titles was Top Ten
(with artists Zander Cannon and Gene Ha), a super-
hero-team book with the twist of being a self-
described Hill Street Blues in spandex; and Tomor-
row Stories, an anthology of short stories concern-
ing several characters: Greyshirt (with artist Rick
Veitch), a mysterious detective whose trickily
designed stories paid homage to Will Eisner's Spir-
it; Cobweb (with artist Melinda Gebbie), an aristo-
cratic femme fatale drifting through homoerotic
fables more reminiscent of a surrealist journal than
a comic; Jack B. Quick, Boy Inventor (with artist
Kevin Nowland), an unlikely theoretical-physics sit-
com centered around a hellish rural Harry Potter;
The First American (with artist Jim Baikie), a patriotic-
hero spoof recalling the halcyon days of early MAD
magazine; and Splash Brannigan (with artist Hilary
Barta), an outlandish burlesque of both the "ele-
mental" strain of superheroes (Human Torch, Ice-
man, etc.) and the shape-shifting school (Plastic
Man, Metamorpho, etc.), in the person of a sentient
splotch of ink.
As time went on, Top Ten and Tomorrow Stories
were retired for a variety of miniseries and one-
shots, and another book featuring the line's most
popular hero, Tom Strong's Terrific Tales
(2002-2004). That book included ABC's one clunk-
er, Jonni Future (written by Steve Moore — no rela-
tion — with artist Arthur Adams), a beautifully drawn
but narratively tiresome softcore-porn space-opera.
The specials included a one-shot for Tom Strong's
daughter Tesla, The Many Worlds of Tesla Strong
(written by Peter Hogan, 2003); several-issue stints
for Greyshirt (written by Veitch, 2001-2002) and
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America's Best Comics Heroes
Top Ten's character Smax (2003-2004); and Terra
Obscura (written by Moore and Hogan with art by
Yanick Paquette, 2003), an intriguing B-movie
superhero saga featuring the cult-favorite charac-
ters of the widely forgotten 1940s Nedor line
(public-domain properties also still published by —
pardon the confusion — AC Comics).
Lovingly executed in a multitude of pastiche
styles from across the history of pop culture, the
books brim with imagination and charm both nostal-
gic and fresh. Moore's fascination with historical
permutations of heroic archetypes reaches full
flower here. Tom Strong is the product of wonky
genetic and social engineering a la Philip Wylie's
Gladiator; raised by a tyrannical Victorian father in a
gravity-enhanced chamber to develop unnatural
strength in normal settings (while being schooled
with equal boot-camp intensity), Strong emerges as
a brawny boy science genius when Dad's scheme is
wiped out by a volcanic eruption in the secluded
Caribbean setting he's chosen for it. Adopted by a
wise but unstereotypical tropical tribe, Strong devel-
ops a heart to match his mind, traveling to his
ancestral America to become the benefactor of the
Utopian Millennium City. The tribe's mythical "goloka
root" that slows his age is a handy device for centu-
ry-spanning adventures that dispense elegantly with
the contrived immortality of most action heroes,
while allowing Moore and his artists to picture their
star in a plethora of period homages and send-ups.
Similarly, Promethea portrays a recurring arche-
type who stretches back to eighteenth-century pot-
boilers and forward through later pulps and comics.
Researching the character for a pop-literature class,
young college student Sophie Bangs discovers that
there is actually a lineage of women who have
invoked and then channeled Promethea through
their own creative activities as writers or artists (and
that Bangs herself will be the next one to do so).
The character lives in the Immateria, a kind of heav-
en for all creatures of the imagination, and is a
benevolent creative force sometimes manifesting in
the real world. This background allowed for more
The Many Worlds of Tesla Strong #1 © 2003 America's
Best Comics/DC Comics.
COVER ART BY BRUCE TIMM.
dazzling stylistic variety and historic sweep, and for
spiritual storylines far from the common fisticuffs of
standard superheroics. A kind of vernacular holy
book, the series ranks among Moore's masterworks.
In its first five years, the ABC line earned just
about every award available in the medium (includ-
ing multiple Eisners from 2000-2003), attracting
acclaim and generating controversy (a Cobweb story
reportedly ridiculing the Church of Scientology was
spiked by DC; an entire issue of the League was
pulped for its reproduction of a Victorian ad for a
feminine-hygiene product with "Marvel" in its name,
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tr
Anime and Manga
no doubt to the bafflement even of DCs main com-
petitor). Along the way, many of comics' most presti-
gious artists (from Jerry Ordway to Kyle Baker) had
made cameo contributions, whole worlds had been
created (Moore is a major practitioner of setting-as-
character, from Greyshirt's natural-gas-powered mod-
ern metropolis to Top Ten's citywide retirement com-
munity for surplus superheroes), and plentiful new
possibilities for the medium had been glimpsed.
In 2003, Moore made the bombshell
announcement that he would be entering semi-
retirement and shutting down the line, making
comics history one last time by actually writing an
apocalypse for the entire ABC world (the medium's
first voluntary closure of a company). Weary of an
underappreciated artform's economic grind, but
with financial security ironically enhanced by its
merchandizing to other media — the royalties from
two film adaptations he refused to ever watch (The
League and From Hell) — Moore intends to concen-
trate on novels, his ongoing ritualistic recording and
performance-art work, and occasional comics at
greater leisure. Timing this transition for his fiftieth
birthday, it was what he needed to top the notorious
announcement of his debut as a professional magi-
cian for his fortieth. Having dwelt in comics' future
for so long, it's only fair that he should get a rest —
and give the industry a chance to catch up — before
he's ready for his next trick. — AMC
Anime and Manga
For American fans, the year 1963 marks an important
date in the history of anime (Japanese animation) and
manga (Japanese comics). It was in that year that
Astro Boy— the English-language version of the anime
Tetsuwan Atom — first premiered on American televi-
sion. In the forty-plus years since Astra's arrival,
anime and manga have grown from an underground
murmur to a major cultural phenomenon. Even though
both are still regarded as a "niche" market, it is an
indisputable fact that they are here to stay.
*
Many American fans (or otaku) of the two medi-
ums are drawn to the diversity of genres present in
both — science fiction, fantasy, horror, action-adven-
ture, and comedy — but the best anime and manga
showcase strong artwork and complex storylines
and character studies that often stand head and
shoulders above most contemporary American ani-
mation and comic books.
Superheroes are present in both anime and
manga, but while many creators were influenced by
American comics and animation at first (especially
during the occupation of Japan following World War II),
during the 1960s and into the 1970s they sought to
break away from traditional renditions and give their
characters more depth and complexity — a trend that
has continued to today. During the mid-twentieth cen-
tury there was also a move to create storylines of
equal complexity, with plots that went beyond the typi-
cal "good versus evil." There was a greater effort to
explore the characters and their motivations. A promi-
nent example is the five-member Gatchaman team
from the anime Science Ninja Team Gatchaman.
While the team sported costumes that would not look
out of place in an American comic, they were also
complex characters, with strengths and weaknesses
that were fully brought out, not downplayed. There
were major story arcs that Gatchaman followed, and
not every episode had an "all is well again" ending.
This was a sharp contrast to the animated superhero
adventures shown on American television during the
1970s, and it explains why Gatchaman was heavily
edited when it arrived in the United States under the
title Battle of the Planets.
ANIMB BEGINNINGS
Anime first arrived in the United States in
1961 with the release of three films: Magic Boy
(originally titled Sasuke), Panda and the Magic Ser-
pent (originally titled White Snake Enchantress),
and Alakazam the Great. It was not until Fred Ladd
produced an English-language version of Osamu
Tezuka's Tetsuwan Atom — renamed Astro Boy— in
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Anime and Manga
1963 that anime was first broadcast on American
television. Astro Boy was the first full-length animat-
ed series made for Japanese television, and many
consider it Tezuka's most important work. Tezuka
engaged the growing fandom in the United States
and continued his prolific career until his death in
1989. Tezuka himself had been influenced by Amer-
ican films and animation (especially the works of
the Fleischer Brothers and Walt Disney), and he sin-
gle-handedly began the modern era of animation
and manga in Japan.
If Astro Boy marked the starting point for
anime in the United States, then Speed Racer
(1967) was the next key development. Originally
Mach Go Go Go in Japan, the series focused on the
adventures of a young racecar driver named Speed
Racer. From the start, the series — the first animat-
ed series in Japan to be produced in color — gar-
nered fans with its blend of action, adventure, fast
cars, and offbeat characters. Peter Fernandez, who
had previously worked on Astro Boy with Fred Ladd,
took on the duties of transforming Mach Go Go Go
into Speed Racer. That Speed himself had no super-
powers did not matter to fans; it was his youth and
humanity that set him apart from popular costumed
heroes of the time. He did not need to hide his
identity behind a mask. Unlike other animated pro-
grams at the time, Speed's adventures are still
fondly remembered, and in the ensuing years inter-
est in the character has not waned.
Another hero reached American shores in the
late 1960s, but he was in full-color live-action — and
larger than life. Tsuburaya Productions' Ultraman
would set the standard for live-action "superhero
versus monster of the week" action in Japan, and
he would also gain popularity in America among
fans of Toho Studios' Godzilla films (and the subse-
quent live-action monster films spawned byToho's
most popular character, such as Mothra and the
Gamera series of films, which were not produced by
Toho). Ultraman became the first of a popular fran-
chise that included movies, television shows,
comics, and merchandise — in both Japan and Amer-
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ica. The live-action hero spawned a new genre — the
sentai genre. No less than three attempts have
been made to create an Ultraman series in Ameri-
ca — one animated, the latter two live-action. Though
that particular Ultraman series never came about,
one popular example of the sentai genre, Kyoryu
Sentai Zyuranger, was adapted into English with an
American cast and achieved major success as
Mighty Morphin' Power Rangers.
ANIMB'S SSCONP WAVB
American and Japanese superheroes are simi-
lar in some respects — some operate solo, some in
teams; the majority wear costumes. And many
choose to have civilian identities, changing into their
superhero identities in times of need. In Japan, the
phenomenon of henshin ("change" or "transforma-
tion") was a popular theme in the works of the late
Shotaro Ishinomori during the late 1960s and early
1970s; his major works at that time, Cyborg 009
and Jinzo Ningen Kikaider (Artificial Human Kikaider)
featured cybernetic or fully robotic heroes that would
change from civilian guise into "superpower" mode
at the push of a button (sometimes together with a
particular word or phrase). A key difference is that
many of his characters felt ostracized from society
because of their powers and sought ways to regain
their lost humanity.
Tatsunoko Productions' Science Ninja Team
Gatchaman (1972) shook anime to its core by
focusing on the concept of the team. While Cyborg
009 did feature a team of superheroes, Gatchaman
introduced elements that would remain a staple of
anime for years. The series itself was the first of
the popular "Tatsunoko Heroes" shows that would
bring a new take on anime superheroes in the
1970s. The four series of the "Tatsunoko
heroes" — Gatchaman, Casshan, Hurricane Polymar,
and Space Knight Tekkaman — featured more action
and darker themes than superhero adventures in
the United States. The storylines were more sophis-
ticated, the characters were more fully fleshed out,
t 9
Anime and Manga
and the villains spared no expense in finding new
and more destructive ways to end the lives of the
heroes. Gatchaman proved to be one of the most
influential anime of the 1970s, together with Space
Cruiser Yamato (1974) and Mobile Suit Gundam
(1979). While the latter two were not superhero dra-
mas — both were science fiction — like Gatchaman,
there was a greater focus on the characters.
Americans got their first taste of this new wave
of anime superheroes when Gatchaman was
released in the United States in October 1978.
Retitled (and re-edited) as Battle of the Planets, the
series attracted many fans despite editing that
removed excessive violence and the insertion of the
new character 7-Zark-7, a robotic character resem-
bling Star Wars' R2-D2. More than twenty years
later, Battle of the Planets still has a place in the
hearts of many.
The first stirrings of organized anime fandom in
the United States began to grow in the 1970s with
the establishment of the Cartoon/Fantasy Organiza-
tion, and in 1980 Fred Patten's article "TV Anima-
tion in Japan" was published in the third issue of
the now-defunct magazine Fanfare. The article was,
at that time, the most thorough overview of the his-
tory of television animation in Japan. Patten not
only gave a historical overview of anime, but also
offered comparisons and contrasts to animation
produced in the United States.
Anime continued to be imported and adapted
for American audiences throughout the 1980s, but
the editing and dubbing left much to be desired.
One notable exception was 1985's Robotech, a
combination of three unrelated science-fiction
anime from Japan. Both lauded and condemned,
Robotech gained a fan following that praised the
show for its strong storytelling, characters, and
uncompromising look at war, love, and the human
condition. Since Robotech's premiere, the following
anime superheroes have dominated the American
marketplace: Dragon Ball (and its major characters
like Goku, Vegeta, and Piccolo), Ronin Warriors, and
^0
Sailor Moon. Others have appeared, such as Card-
captors (the English-language version of Card Cap-
tor Sakura), but the changes that accompanied its
export to the States caused much controversy.
Anime superhero programs have steadily made
their way to American television, most notably Saint
Seiya (retitled Knights of the Zodiac) and Android
Kikaider (the English-language version of the
2000-2001 anime Jinzo Ningen Kikaider).
Titles such as Go Nagai's Devilman and Yoshiki
Takaya's Bio-Booster Armor Guyver were released
uncut on home video in the United States, since their
darker themes and violence would have prevented
them from being shown on syndicated television.
MANGA BOOTS
With anime firmly in place in the hearts of an
American audience, the 1980s saw the arrival of
translated Japanese manga in the United States.
The independent comic-book companies First Pub-
lishing, Viz, Eclipse, and Lead Publishing began
releasing translated versions of such titles as Lone
Wolf and Cub, Mai the Psychic Girl, Dagger of
Kamui, and Golgo 13. Marvel Comics produced a
translated (and computer-colored) version of Kat-
suhiro Otomo's groundbreaking manga Akira; the
1988 animated film based on the manga captured
the attention of American film critics and received
rave reviews. In addition, the publication of Frederik
L. Schodt's Manga! Manga! The World of Japanese
Comics in 1983 was a seminal event; the book was
the first to take Western readers into the world of
manga. Well received by critics in the United States
and around the world, the book placed Schodt in
the position of becoming the leading American
expert on Japanese pop culture. Manga! Manga! did
not focus on any superheroes per se, but it was a
powerful showcase of manga's diversity. Osamu
Tezuka penned the foreword to the book.
Since the 1980s, the following manga super-
hero properties have landed on the American land-
scape, some with major merchandising programs
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Anime and Manga
that helped propel these heroes to star status: Mai,
the Psychic Girl, a series whose title character deals
with teen angst and a sinister organization; Cobra,
an action-packed science-fiction adventure with a
hero who is a former space pirate; and Bio-Booster
Armor Guyver, a science-fiction story featuring a teen
who gains the power of a unique alien battle armor.
Both Guyver and Masaomi Kanzaki's Heavy Metal
Warrior Xenon leaned more in the direction of sci-
ence fiction, and they took different approaches with
similar themes. Fist of the North Star (created by
Buronson and Tetsuo Hara) is primarily a post-apoca-
lyptic story, and its protagonist Kenshiro is master of
a literally explosive martial art technique. Likewise,
Yoshihisa Tagami's Grey is a science-fiction tale set
in a dystopian future, but the title character is a
tough soldier who ends the series as a cyborg — and
a reluctant savior of humanity. The original manga
for Dragon Ball and Sailor Moon debuted in the Unit-
ed States in the 1990s, greeting an audience
already familiar with the characters.
FUZTHZZ PeVZLOPMZNTS
The 1990s saw a virtual explosion of anime
and manga in the United States. Anime conventions
became popular, drawing increasing numbers of
attendees. The popularity of videogames and
assorted merchandise — for example, games such
as the Final Fantasy series and Chrono Trigger, the
Playstation and Dreamcast videogame consoles,
and videogame consoles from Nintendo and
Microsoft — helped increase awareness of the medi-
um. More titles were released than ever before,
with a greater effort on behalf of publishing compa-
nies to import more popular titles from Japan. The
home-video market proved to be extremely success-
ful for anime because titles could be released
unedited, with the choice between a subtitled or
English-dubbed version. For the first time, Ameri-
cans also saw the remaining Tatsunoko heroes —
albeit in the remakes of the venerable heroes creat-
ed by Tatsunoko Productions.
During this decade, the phenomenally popular
Dragon Ball and Sailor Moon were broadcast on
television in the United States, with controversial
editing done to both programs. Such editing, howev-
er, was unavoidable; broadcast standards in Japan
allowed anime to explore darker, more mature
themes — but the perception of animation as a
"kids' medium" still existed in America. By the end
of the 1990s, more companies were releasing
anime and manga in the United States than at any
time before. These included A.D. Vision, Central
Park Media, Animeigo, TOKYOPOR Urban Vision, and
Viz; Pioneer and Bandai created their own distribu-
tion companies in the United States as well. Manga
also moved from the comic-book shop into major
bookstores such as Borders and Barnes & Noble.
The rising popularity of anime and manga in
the United States led to an interesting cross-cultur-
al exchange. American comic-book artists were
influenced by the artwork and storytelling of both
mediums and began to create their own manga-
flavored works. Ben Dunn (Ninja High School), Adam
Warren (Dirty Pair), Fred Perry (Gold Digger), Tim
Eldred (Broict), Lea Hernandez (Clockwork Angels),
Colleen Doran (A Distant Soil), and Richard and
Wendy Pini (Elfquest) were part of the first wave
that began in the 1980s. Frank Miller (The Dark
Knight Returns) created the miniseries Ronin (which
ran from 1983 to 1984) and championed the Eng-
lish-language version of Kazuya Koike and Goseki
Kojima's classic manga Lone Wolf and Cub. In the
following decade, these artists — along with Joe
Madureira (Battle Chasers), Humberto Ramos (Out
There), Pat Lee's (Darkminds), Dreamwave Studios,
and others — worked on major American superhero
titles, among them X-Men, Gen 13, Spider-Man, and
Fantastic Four. In 2002, Marvel Comics introduced
the "Marvel Mangaverse," a limited series that
reimagined the major characters of the Marvel uni-
verse — among them Spider-Man, the Avengers, and
the X-Men — through a manga-influenced lens.
In the same year, Top Cow began a twelve-issue
Battle of the Planets comic. With art direction by
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*1
Anime and Manga
Alex Ross {Kingdom Come), writing by Munier Sharri-
eff (Battle Chasers), and art by Wilson Tortosa, this
new comic introduced the series to a fresh genera-
tion of fans while receiving praise from older ones.
And while not a superhero in the traditional sense,
Neil Gaiman's Sandman became the basis of the
best-selling book Sandman: The Dream Hunters
(1999), a joint project between Gaiman and artist
Yoshitaka Amano. Amano also illustrated the mini-
series Elektra and Wolverine: The Redeemer (2001).
In Japan, artists influenced by American super-
heroes and comic-book artists began their own suc-
cessful careers. Ryoichi Ikegami (Mai, the Psychic
Girl) counted Neil Adams as a major influence, and
even drew a manga version of Spider-Man in the
early 1970s; Akira Toriyama used elements of
Superman in the wildly popular series Dragon Ball
(1985-1995). Yukito Kishiro (Battle Angel Alita)
was heavily influenced by Frank Miller in his series
Ashen Victor (1999). Juzo Tokoro created the
manga Shadows of Spawn (1998) under the super-
vision of Todd McFarlane (Spawn).
The late 1990s saw Japanese artists working
on popular American superhero comics. Katsuhiro
Otomo created the short comic "The Third Mask"
for the fourth issue of the Batman: Black and White
anthology series (1996). Koichi Ohata co-wrote and
penciled the 1995 comic-book adaptation of his
popular OVA (Original Video Animation, direct-to-
video series) M.D. Geist for Central Park Media
Comics. Tsutome Nihei (Blame!) wrote and illustrat-
ed a five-issue miniseries for Marvel titled Wolver-
ine: Snikt! (2003). Yet no manga artist has gone
further than Kia Asamiya (Silent Mobius). Asamiya,
a fan of the work of Mike Mignola (Hellboy), became
the first manga artist to illustrate a major ongoing
title when he became the artist on The Uncanny X-
Men with writer Chuck Austen in late 2002. While
his run on the series was only a few issues,
Asamiya had already made inroads; he created the
cover art for Fantastic Four #59 (2002) and wrote
and illustrated Batman: Child of Dreams for Kodan-
sha (under the supervision of DC Comics) in 2000.
1&
Asamiya's rendition of the Dark Knight was brought
to the United States in 2002 and received critical
acclaim. Max Allan Collins (Road to Perdition)
adapted the graphic novel into English — but Collins
himself was influenced by Lone Wolf and Cub when
he wrote Road to Perdition (1998). And, after nearly
fifty years, Tezuka's original Tetsuwan Atom manga
saw release in America, albeit under the title more
familiar to Americans: Astro Boy.
The ultimate expression of American interest in
anime and manga was the 1999 science-fiction
blockbuster motion picture The Matrix. Writer/direc-
tors Larry and Andy Wachowski combined elements
of manga, anime, American comic books, super-
heroes, science fiction, and Hong Kong cinema and
philosophy into a film that stunned audiences with
never-before-seen visual effects and storytelling.
The film led to two sequels that were released in
2003; the sequels had a much more prominent
anime and manga influence, drawing inspiration
from works such as Ghost in the Shell and Akira.
There was even The Animatrix, a joint American-
Japanese project that showcased a collection of
nine animated stories set in the universe of the
film. Director Yoshiyuki Tomino (Mobile Suit Gun-
dam) commented of the original Matrix film in the
March 2000 issue of Animerica, "It was a movie,
but it used anime techniques and methodology. I
was pleased to see someone breaking new ground
in this respect."
TO&SCONTTNUeP...
What will the future bring? Will interest in the
superheroes of anime and manga (or the mediums
themselves, for that matter) fade away? Will the
cross-cultural exchange of ideas and techniques
continue between Japan and the United States?
New superhero titles continue to arrive on American
shores; in 2003, they included Sadamitsu the
Destroyer, Idol Fighter Su-Chi-Pai, Project Arms, and
B'Tx. Two classic titles also arrived: the Saint Seiya
anime (retitled Knights of the Zodiac) and Ishi-
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Ant-Man
nomori's manga Cyborg 009 — as well as the 2001
Cyborg 009 anime series. It will take time to see
how fans and the general public receive these
titles. One fact is clear, however: Anime and manga
from Japan have introduced Americans to super-
heroes and storytelling that are different from, and
yet strikingly similar to, the pantheon of super-
heroes created in the United States. — MM
Ant-Man
Marvel's superhero revolution has been so success-
ful that it is hard to imagine a time when the com-
pany was unsure about how to handle them, but in
its early years there were a few strips that never
quite caught on. One of these was Ant-Man,
although, over the years, he has remained in the
public eye through a succession of name — and
size — changes. Dr. Henry ("Hank") Pym was first
introduced in a short Stan Lee/Jack Kirby story
called "The Man in the Ant Hill!" (in Tales to Aston-
ish #27) in early 1962, barely two months after Fan-
tastic Four#l; this makes him Marvel's second
superhero. The tale recounts how intrepid (not to
say reckless) scientist Hank Pym discovers a serum
that can shrink him to the size of an ant; essential-
ly, this plot device was little different from those
used in the many mystery stories that the company
was churning out at the time. However, later that
year (in Tales to Astonish #33) Pym returns, this
time with a stylish red costume and a "cybernetic"
helmet that allows him to communicate with and
control ants, as well as amplify his voice when he is
shrunken so that humans can hear him. With a sup-
ply of shrinking fluids (later capsules) in his belt, he
is ready to tackle crime as Ant-Man.
This faintly ludicrous premise inspired a num-
ber of enjoyably wacky stories — as long as Lee and
Kirby were aboard. However, issues by lesser hands
were a pale shadow of the company's top features,
such as Fantastic Four or Spider-Man. From a con-
temporary perspective, nevertheless, there is much
to enjoy in the series' parade of outrageous villains,
including Egghead (whose head was, indeed, ovoid),
the Porcupine, El Toro, the Scarlet Beetle, the
Human Top, and the infamously stupid Living Eras-
er. Tales to Astonish #44 introduced the partner,
love interest, and part-time damsel-in-distress Janet
Van Dyne, a.k.a. the Wasp. She was gifted with
shrinking powers, wings, and stingers by a smitten
Pym. In late 1963 the pair were founding members
of the Avengers, in whose comic book they would
find much of their success over the following
decades. One month later, Pym underwent the first
of many transformations.
In issue #49 of Tales to Astonish, Pym discov-
ered that, by adjusting his serum, he could grow
rather than shrink, and so Giant-Man was born. Sev-
eral issues later, the strip introduced a group of
kids called the Giant-Man and Wasp Fan Club, but in
reality the strip was in trouble and in issue #70 was
replaced by the Sub-Mariner, just as Ant-Man and
the Wasp had been replaced in The Avengers #15
by the Scarlet Witch and Quicksilver. After a year in
the wilderness, the pair returned and became
Avengers regulars throughout the 1960s, but all
this shrinking and growing were taking their toll on
poor old Pym, who first changed his name to
Goliath and then had a mental breakdown, reap-
pearing as the mad, bad, and dangerous-to-know
Yellowjacket. Undeterred by her beau's raging schiz-
ophrenia, the Wasp promptly married Pym/Yellow-
jacket and, even though he soon returned to nor-
mal, the seeds of future trouble were sown.
For the rest of that decade, Yellowjacket and
the Wasp were occasional stars in the Avengers,
while Clint Barton, a.k.a. Hawkeye, "borrowed"
Pym's growth serum and became a new, bare-
chested Goliath. In the early 1970s, the pair went
on an extended "research" leave of absence,
although Pym starred in a brief run in Marvel Fea-
ture (issues #4-#10 in 1972) as Ant-Man, before
returning to the group with issue #137. Though Pym
seemed content to be Yellowjacket, his lab assis-
tant Bill Foster briefly became the size-changing
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*3
Anti-drug Series
Black Goliath for five issues of his own comic. The
1980s were a less happy time for the couple, with
the Wasp becoming ever more prominent in the
Avengers while Pym gradually went around the bend
(again) in his lab. In a sequence of events starting
in The Avengers #213, Hank had a nervous break-
down, hit Van Dyne, was court-martialed by the
team, framed by Egghead for stealing some nuclear
devices, jailed, freed, divorced, retired, un-retired,
and finally inducted in the West Coast Avengers (as
depressed scientist-in-residence).
Meanwhile, someone at Marvel noticed that
there was currently no one in their line called Ant-
Man, and so a new one duly appeared in two
issues of Marvel Premiere (issues #47 and #48, in
1981). This new incarnation was Scott Lang, who
had turned to crime to support his family and had
been jailed for three years, during which his wife
divorced him. On his release, he found work with
Stark Industries but stole one of Pym's old Ant-Man
costumes to rescue the one doctor who could save
his critically ill daughter (and who had rather incon-
veniently been kidnapped). Following his first suc-
cessful outing as Ant-Man, Lang was given the suit
permanently by a very understanding Pym and has
since gone on to guest appearances in Avengers,
Rom, Iron Man, Silver Surfer, and Alias. After quit-
ting his job with Stark Industries, he was hired by
the Fantastic Four to replace Reed Richards when
that character temporarily disappeared (in Fantas-
tic Four #388). Following Reed's inevitable return,
Lang became something of a glorified computer
repairman for the team before joining the Heroes
for Hire for a couple of years in the late 1990s
(and appearing as mentor and rival to his grown-up,
Wasp-like daughter Cassie — a.k.a. "Stinger" — in
the parallel-future Avengers book A-Next). Like the
original Ant-Man, Lang's powers are not really sig-
nificant enough to sustain a solo series, but he
makes a decent team player and his own insecurity
and self-doubt make him an engaging character.
As far as Pym is concerned, the late 1980s
saw him begin to rebuild his life and, for a while, he
*
used his abilities (now made inherent after such
prolonged use of his various potions and gases) to
shrink or enlarge other objects before gaining the
confidence to become a superhero again. In due
time, he rejoined the Avengers as Giant-Man, once
more changed his name to Goliath, and gradually
became reconciled with the Wasp. Post-millennial
developments have seen the inevitable third men-
tal breakdown and the reappearance of Yellow-
jacket. Although this time Yellowjacket initially
occupied a separate body, he and Pym were even-
tually merged together again and now, as Yellow-
jacket, he remains a central character in the
Avengers. While never a major figure in the comics
world, Pym has enjoyed something of a cult follow-
ing, particularly as Ant-Man, which has resulted in
a well-received book collection of his Tales to
Astonish years (in 2002) and the occasional action
figure and statue. His sole brush with the mass
media was in the 1999-2000 Fox Avengers televi-
sion cartoon, where he appeared simply as scien-
tist Dr. Hank Pym. — DAR
Anti-communism: See Fighting American; Gold-
en Age of Superheroes (1938-1954); Super-
patriots
Anti-drug Series
In an October 1970 article for New York magazine
titled "The Radicalization of the Superheroes," Mar-
vel Comics writer and editor-in-chief Stan Lee said, "I
feel that comics could do much good as far as help-
ing kids avoid the danger of drugs." Less than a year
later, Lee would make history with the same senti-
ment. "I got a letter from the Department of Health,
Education and Welfare," Lee recalled, "which said, in
essence, that they recognized the great influence
that Marvel Comics and Spider-Man have on young
people. And they thought it would really be very ben-
eficial if we created a story warning kids about the
dangerous effects of drug addiction."
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Anti-drug Series
The comics industry's self-censoring Comics
Code Authority would not allow the depiction of drugs
under its 1954 Comics Code, so a comic that
broached the subject would have to do so without its
seal of approval. Lee forged ahead with a novel
Spider-Man story about the dangers of drugs, which
he fought to publish in The Amazing Spider-Man vol.
1 #96 (May 1971). In this issue, Spider-Man rescues
an African-American youth who, under the influence
of drugs and imagining he can fly, jumps from a sky-
scraper. Later in the story, as alter ego Peter Parker,
the hero muses, "My life as Spider-Man is probably
as dangerous as any — but I'd rather face a hundred
supervillains than toss it away by getting hooked on
hard drugs! 'Cause that's one fight you can't win!"
The first issue published by a comic-book com-
pany without code approval since the code's incep-
tion, Spider-Man #96 (and subsequent issues #97
[June] and #98 [July]) challenged the code to revise
its language. And revise it did. The Comics Code's
new language stated, "Narcotics addiction shall not
be presented except as a vicious habit." With the
adoption of the more lax standards, DC editor
Carmine Infantino went on record in a 1971 New
York Times article with his support of the code's
new attitude: "I think this can prove that the medi-
um that was considered junk for one generation will
be jewel for the next. It can explore the social ills
for the younger generation and help them decide
how to direct their lives." It didn't take long for DC
to follow in Marvel's footsteps — publishing Green
Lantern/Green Arrow #85 in September 1971,
which boldly portrays the Neal Adams-rendered
Green Arrow sidekick, Speedy, shooting up drugs on
the issue's front cover. The tagline? "DC attacks
youths' greatest problem ... drugs!"
In fact, over the course of more than a dozen
issues, under the hand of writer Denny O'Neil and
artist Neal Adams, Green Lantern/Green Arrow
would tackle more than drugs in their forging of a
larger comics-industry movement known as "rele-
vance." Beginning in May 1970 with Green
Lantern/Green Arrow #76, frank discussion of vari-
AN IMPORTANT MESS ACE FROM THE HONORABLE JOHN V. LINDCAT
MAYOR OF NEW YOBK CI TT
Green Lantern/Green Arrow #86 © 1971 DC Comics.
COVER ART BY NEAL ADAMS.
ous American social and cultural topics dujourtook
place inside Green Lantern/Green Arrow's pages —
including prejudice, Native American rights,
women's liberation, ecological waste, consumerism,
overpopulation, and campus unrest. Said O'Neil of
the series, "It was superheroes questioning them-
selves for the first time." This critically acclaimed
approach to realism in superhero comics had come
to its natural conclusion by the mid-1970s, as the
readership tired of having superheroes confront
social ills instead of the standard fare of mad scien-
tists and alien invaders. However, with more atten-
tion to narrative impact than social obligation, such
themes have returned sporadically but prominently
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Anti-heroes
in the decades since, with the recurrent alcoholism
of Iron Man's secret identity Tony Stark and the
abused childhood of the Hulk's alter ego Bruce Ban-
ner being just two of the best known. — GM
Anti-heroes
"A fitting ending for his kind," the hero remarked
without compunction, as the adversary he had just
assaulted flailed toward a grisly demise into a vat
of acid. This was, surprisingly, the Batman, at the
conclusion of his first story — "The Case of the
Chemical Syndicate" — in Detective Comics #27
(May 1939). Granted, his foe, a murderous "rat"
named Stryker, certainly deserved a comeuppance,
but Batman's action was shockingly excessive. By
conventional standards, heroes do not kill.
Nor did Batman for long: In under a year his
editors at DC Comics forced the character's creator,
Bob Kane, to align Batman with the law — "The
whole moral climate changed," Kane said; "You
couldn't kill or shoot villains" — and paired him with
a buoyant Boy Wonder, Robin. For decades Batman
was a costumed cop and a father figure, before
being returned to his foreboding roots as an anti-
hero, beginning in the 1970s in a "creature of the
night" movement orchestrated by writer Denny
O'Neil and artist Neal Adams.
By definition, an anti-hero is a protagonist
possessing qualities customarily considered non-
heroic. An anti-hero may exhibit personality flaws
such as self-absorption or pity, emotional
extremes like rage or introversion, a distrust of
accepted values, or a lack of social decorum. Con-
versely, a hero cut from the traditional cloth is
altruistic and dedicated to righting wrongs while
following the letter of the law.
Literary authors have long been enamored of
anti-heroes: Mark Twain's Huckleberry Finn, for
example, was a mischievous runaway who broke the
law to liberate a slave. On radio dramas and in pulp
%b
magazines of the early twentieth century, the Shad-
ow frightened criminals with his unholy, disembodied
laugh, leaving a trail of corpses behind as he exact-
ed justice, and the Green Hornet perpetuated the
myth of his mob alliance to sting gangsters in
entrapment ploys. In film and on television, anti-
heroes are common, from the suave but roguish
James Bond, to Clint Eastwood as the gun-slinging
"Man with No Name" in the movie The Good, the
Bad, and the Ugly (1966), to Michael Chiklis' Vic
Mackley, the brutal L.A. cop in the TV drama The
Shield (2002-present). These anti-heroes engage in
actions that are illegal, rebellious, or scandalous,
but their motivations for doing so resonate with
readers and viewers.
Sometimes, the line demarcating anti-heroism
and villainy is blurred. The two sides are divided,
however, by the understanding that the anti-hero is
driven to attain a higher ideal. There's a little "bad"
in everyone, be it the result of original sin or an
innate desire to nurture self-indulgence. Hence, the
popularity of anti-heroes: Their methods may be
taboo, but their goals are (usually) laudable.
Namor, the pompous undersea superhero bet-
ter known as the Sub-Mariner, was Marvel Comics'
first anti-hero, premiering in 1939. The offspring of
a human sea captain and a denizen of an aquatic
race, Namor harbored venomous hatred toward the
"surface dwellers" for underwater bombings that
nearly exterminated his people (his very first story
in Marvel Comics #1 concluded with the caption
"And so Namor, the Avenging Son, faces the surface
men of the world, in what promises to be mortal
combat!"). With his awesome strength, his ability to
fly (thanks to tiny wings on his ankles), his com-
mand of the seas, and his unbridled rage, Sub-
Mariner regularly attacked the city of New York, top-
pling bridges and destroying buildings. During a
momentous 1941 clash with the Human Torch,
Namor flooded Manhattan with a massive tidal
wave. These heinous measures never categorized
the Sub-Mariner as a villain, however; as Peter
Sanderson observes in his book Marvel Universe
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Anti-heroes
(1996), "Readers understood that he abided by his
own moral code, according to which he was a lone
avenger and defender of his people." Once the Unit-
ed States became involved in World War II, Namor
directed his ire toward the Axis powers, even rescu-
ing Allied seamen. In 1962, after an absence from
comics along with many other superheroes, Sub-
Mariner returned to attack New York. Over time his
hostility quelled, although readers of Marvel comics
can never be sure if this unpredictable anti-hero will
resurface as friend or foe.
Amazing Man, Centaur Publications' barely
remembered superhero first seen in September
1939, was not adverse to stealing police vehicles
and dropping bombs during his initial appearances,
but, like Batman, was soon watered down and paired
with a sidekick named Tommy the Amazing Kid.
Materializing in DCs More Fun Comics #52
(1940), the Spectre was the next anti-hero to appear
in comic books. The Spectre was actually Jim Corri-
gan, a hard-edged gumshoe who was the victim of a
gangland execution. Corrigan was turned away from
the Pearly Gates by an ethereal voice: "Your mission
on Earth is unfinished ... You shall remain earth-
bound battling crime on your world, with supernatur-
al powers ..." For the first phase of his career in the
early to mid-1940s, the Spectre was essentially a
"ghostly guardian" who fought criminals with a
bizarre array of occult abilities; he returned in the
mid-1960s to tackle magical menaces. In an early
1970s revival by writer Michael Fleischer and artist
Jim Aparo, the Spectre became a wrathful spirit, dis-
posing of evildoers in an array of ghastly manners
that included conjuring a giant pair of scissors to cut
a man in half. This anti-heroic interpretation of the
Spectre has propelled him through several revivals
in the decades that followed.
MU Publications, best known for its whole-
some line of comics starring teenage Archie
Andrews and his friends, uncharacteristically pub-
lished the adventures of two anti-heroes during
comics' Golden Age (1938-1954). The first was the
Comet (1940-1941), a volatile chemist named
John Dickering who created a gas that enabled him
to fly. The Comet also wielded destructive eye
beams, which he used to disable and sometimes
slaughter his foes. After seventeen stories, the
Comet was waylaid by mobsters and murdered. His
brother Bob swore to avenge his slain sibling as the
cowled and cloaked Hangman (1941-1944). The
Hangman terrified his prey by projecting his symbol,
a noose, against a wall or even a foe's face, and he
was merciless in his missions. Both of these bleak
anti-heroes originally appeared in a comic book
titled, oddly enough, Pep Comics.
Shortly after the end of World War II, superhero
comics suffered a precipitous plunge in popularity
and most fell by the wayside. Cultural climates shift-
ed as the United States lived in paranoia of the
spread of Communism and of nuclear war. Heroes
of that era represented traditional values, from
Superman's "truth, justice, and the American way"
to the old-fashioned prairie righteousness (shoot
the bad guy) of popular Western TV shows and
comic books. Then came Stan Lee.
In 1961 Lee had written and edited various
Marvel Comics series for twenty years and was cre-
atively depleted, ready to find another job. A corpo-
rate mandate to produce a superhero team (based
on rival DC Comics' renewed success with the Jus-
tice League) inspired him to give the medium one
last chance and create something different: super-
heroes with "real" personalities. With Fantastic
Four#l (1961), Lee and his partner, artist Jack
Kirby, introduced the "FF," a family of four often
quarrelsome figures banding together as a force for
good. While none of these characters were anti-
heroes in the strictest sense, the FF's success
encouraged Lee and Kirby to combine monster and
superhero into one anti-heroic form with their next
creation.
"Is he man or monster or ... is he both?"
queried the cover copy of The Incredible Hulk #1
(1962). The Hulk, "the strongest man of all time!!!"
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Anti-heroes
as that same cover proclaimed, was a green-
skinned behemoth (although gray in his first tale)
who was actually a meek but repressed scientist
named Dr. Bruce Banner. Banner was exposed to a
devastating blast of gamma radiation, which should
have killed him but instead gave him an even worse
fate: Whenever his anger consumed him, Banner
would transform into the rampaging creature of
rage, the Hulk. Like the Frankenstein Monster, the
Hulk just wanted to be left alone, but the U.S. Army
had other ideas, their efforts to apprehend the Hulk
always goading him into destructive retribution. The
dichotomy between Banner and the Hulk was origi-
nally portrayed as a Jekyll-and-Hyde switch, but in
the comics of the 1980s it was given deeper signifi-
cance by writer Bill Mantlo. Mantlo established that
Banner experienced physical abuse as a child and
repressed his rage for years, that anger later
exploding uncontrollably as his Hulk persona. Direc-
tor Ang Lee nurtured this concept when he brought
the emerald anti-hero to the big screen in the block-
buster film The Hulk (2003). In the 2000s Bruce
Jones, writer of Marvel's The Incredible Hulk, regu-
larly explores the mental anguish suffered by Ban-
ner when contemplating the annihilation caused by
his alter ego.
Throughout the 1960s Stan Lee continued to
create a "Marvel Age" of problem-plagued super-
heroes, but competitor DC Comics simply followed
tradition with altruistic characters — until Deadman.
In Strange Adventures #205 (1967), sharp-tongued,
arrogant circus aerialist Boston Brand was shot to
death while performing a trapeze act. Like the Spec-
tre, Brand, as Deadman, was assigned an after-life
mission: to find his killer. Tough to do, given his dis-
embodied form. Deadman's self-absorption in his
search for his assassin made his motivation anti-
heroic, although Brand experienced some level of
redemption during his journeys, frequently using his
eerie ability to possess humans' bodies to assist
those in need.
Also in 1967, Charlton Comics took a radical
step with one of its "action heroes." In creator/artist
jfi
Steve Ditko's "Question" backup series in Blue Beetle
#4, the Question willingly permitted his enemy to
drown by refusing to rescue him. Dick Giordano, the
comic's editor, admitted in his biography, Dick Gior-
dano: Changing Comics, One Day at a Time (2003),
"That was over the top for the time. I thought, 'we're
trying to be different, we're trying to be bold,' so it
didn't bother me." This story kindled bitter controver-
sy and vehement letters. While Marvel's Hulk was an
anti-hero by circumstance, Charlton's Question was
one by choice. DC Comics acquired the rights to
Ditko's creation in the 1980s and produced a criti-
cally acclaimed series starring the anti-hero (The
Question, 1987-1990).
Marvel Comics introduced a pair of characters
in 1974 that would ultimately reshape the mold for
superheroes. In The Amazing Spider-Man #129,
"Spidey" was targeted by a black-clad, heavily
armed combatant with a white skull shirt insignia:
the Punisher. Originally conceived as a relentless
hired gun ("It's you again! Won't you ever quit?"
asked Spider-Man as the Punisher dogged him;
"Not while you're still alive, punk!" was his answer
as he kicked Spidey in the head), the Punisher was
soon converted into an anti-hero, a dangerous
enemy of organized crime whose methods were
sometimes more brutal than his enemies'. In
November 1974 the Hulk encountered a "gaudily
garbed gentleman" with "claws beared, teeth
clenched, his face awash with almost feral fury":
Wolverine. Brandishing retractable claws forged of
the unbreakable metal adamantium, Wolverine's
"natural inclination was to disembowel an antago-
nist without a second thought," notes Les Daniels
in Marvel: Five Fabulous Decades of the World's
Greatest Comics (1992). Wolverine struggles to
resist his untamed proclivities, although he has
killed foes in the past.
It is interesting to note that both the Punisher
and Wolverine premiered during the year that U.S.
president Richard Nixon resigned from office due to
his role in the Watergate scandal. The American peo-
ple, particularly its youth, had grown jaded by a
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Anti-heroes
leader who lied to them. Readers knew exactly
where they stood with visceral heroes like Wolverine
and the Punisher: There was no talk, no compro-
mise, no manipulation, only quick, decisive action.
This attitude similarly played out on the silver screen
in two prominent film franchises, the Death Wish
movies starring Charles Branson as a vigilante mop-
ping up street crime, and the Dirty Harry series with
Clint Eastwood as the no-nonsense San Francisco
cop packing a .45 magnum and little patience.
Frank Miller's Elektra continued this trend. Intro-
duced in Marvel's Daredevil #168 (1981), Elektra,
superhero Daredevil's former lover, is an assassin for
hire, proficiently trained in martial arts. Her marks
are always evildoers, but her flair for carnage puts
her on the opposite side of the law from Daredevil.
Her brazen methods and uniqueness immediately
resonated with readers. In the 2000s Elektra stars in
her own monthly Marvel comic series, and actress
Jennifer Garner portrayed the assassin in the live-
action film Daredevil (2003), with the prospect of a
spinoff Elektra film franchise. Shortly after Elektra's
debut, Sylvester Stallone's vigilante war vet Rambo
drew first blood in a 1982 film, followed by two
sequels. Americans were held captive by anti-heroes.
1986 was a pivotal year for anti-heroes in
superhero comics. Elektra creator Miller distin-
guished himself with his gritty reinterpretation of
DCs first anti-hero in Batman: The Dark Knight
Returns (1986), in which a grizzled, older Batman
emerged from retirement and adopted extreme mea-
sures to battle rampant crime in Gotham City. DC
Comics also published Alan Moore and Dave Gib-
bons' Watchmen beginning that year, a twelve-issue
series exploring the darker side of superheroes. In
the mid-1980s Marvel published a limited series
titled Squadron Supreme, a thinly disguised riff on
DCs Justice League about a band of superheroes
who benevolently ruled the world, until one of their
legion led a rebellion to unseat their power.
Many new characters who have originated
since the mid-1980s exhibit anti-heroism rather
than standard heroism. From Matt Wagner's engine
of aggression, Grendel, to DCs "greatest mass mur-
derer ever known," Lobo, anti-heroes represent the
new breed. By the 1990s they became the norm:
Image Comics published the hell-born Spawn and
raucous teams Youngblood and WildC.A.T.S, Dark
Horse Comics' X and Ghost blasted away bad guys
without thinking twice, and even the classic heroes
were altered to reflect the times, including Super-
man, who was butchered in 1992 and rose from the
dead with a black uniform and a meaner attitude
(though this was one of the few such grim reinven-
tions that didn't last for long).
The ultimate commentary on this shift in the
heroic ideal was made by author Mark Waid and
painter Alex Ross in their four-issue DC Comics
miniseries Kingdom Come (1996). Kingdom Come
envisions a near future where the conventional
superhero is outmoded and a new wave of anti-
heroes, many of whom are descendants of older
heroes, have inherited the earth, spoiling it in the
process. The series evolved into a cataclysmic con-
flict between the old guard and the new blood.
Beyond comics, the heroes of mass-media pop
culture also reflects a brazen, take-no-prisoners
attitude: Witness Tomb Raider Lara Croft of video
game and movie fame, as adept with guns as she
is with archaeology, and the violent, feisty anti-
heroes that pepper most Japanese manga and
anime series.
A devastating real-life catastrophe on Septem-
ber 11, 2001, helped restore some semblance of
time-honored principles into the world of super-
heroes. Terrorist attacks on United States soil
inspired a resurgence of altruism, reflected in the
comics medium with new leases on life for
paragons like Captain America and Superman.
Those and a few other examples aside, anti-heroes,
with their human foibles and penchant for swift
reprisals, remain the norm. This is unlikely to
change, unless human nature's unspoken impulse
for permanent retribution changes as well. — ME
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*9
Aquaman
Aqvawan
Although he was not the first aquatic superhero,
Aquaman is the only one who has been in print
almost continuously since his creation in 1941.
Aquaman, also nicknamed King of the Seven Seas,
first swam onto the scene in More Fun #73, one of
several creations of legendary DC Comics editor
Mort Weisinger, with art by Paul Norris. The creators
covered Aquaman's origin in a mere three panels:
His father, an undersea explorer named Tom Curry,
discovers the ruins of long-lost Atlantis and sets up
home there. From the books and records of that
ancient civilization, he teaches his son, Arthur
Curry, how to live and breathe underwater (not to
mention swim through the ocean at 100 miles per
hour), and how to communicate with and control the
many denizens of the deep. Later on, the comic
reveals that Aquaman's mother had been an
Atlantean herself, truly solidifying Aquaman as a
man of the sea. His one true weakness, however, is
that he cannot survive for more than one hour with-
out water. But since even the slightest contact with
water keeps him alive, the Marine Marvel can also
enjoy the life of a crime fighter on land.
In 1945, Aquaman moved from More Fun to
Adventure Comics, where he stayed until 1961, one
of only five superheroes from comics' Golden Age
(1938-1954) to remain in print throughout the
1950s. While he started life battling Nazis, most of
his strips in this later period were peopled with
petty criminals, or helpless fish in need of rescuing.
As superheroes came back into vogue by that
decade's end, the strip was revamped and a young
companion, plucky boy-hero Aqualad, was intro-
duced. Affectionately dubbed "Tadpole" and "Little
Sardine," Aqualad learns the ways of the deep from
Aquaman, joining his mentor in many undersea
adventures. In 1961, Aquaman starred in four
issues of Showcase, which led the next year to his
own solo comic and an ongoing membership in the
Justice League of America.
Aquaman #36 © 1967 DC Comics.
COVER ART BY NICK CARDY.
Throughout the 1960s, Aquaman was a stal-
wart of DCs superhero lineup — albeit a somewhat
middle-aged one. Showcase stories had revealed
that he was in fact the king of Atlantis, and most of
his later strips dealt with threats to the kingdom
from other aquatic races, weird beasts, and alien
invaders. In short order, he met and wed Mera, a
water-dwelling girl from another dimension, and the
pair quickly produced Aquababy. Not to be outdone,
Aqualad acquired his own love interest, Aquagirl,
and became a founding member of the Teen Titans.
With solid writing from Bob Haney and elegant art
by Nick Cardy, the Aquaman comic was always well
crafted, but perhaps lacking in excitement. During
this period, Aquaman jumped from print into various
$0
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Aquatic Heroes
cartoon shows— first during the 1967-1968 CBS
season with Aquaman (voiced by Bud Collyer, who
voiced Superman for radio and television) and then
in 1970 on The Superman/Aquaman Hour. Aqua-
man comics published at the end of the 1960s saw
a punchier, more ecologically inclined approach
from Steve Skeates and Jim Aparo, but the comic
was canceled in 1971 and Aquaman was reduced
to regular appearances with the Justice League.
However, a few years later, following the sud-
den cancellation of the controversial Spectre strip
in Adventure Comics, Aquaman was rushed back,
along with his last creative team, to fill the gap.
This led to a short-lived revival of his own comic,
which culminated in the unexpected and shocking
murder of Aquababy by arch-villain Black Manta. In
time, cancellation was followed by backup slots and
a starring role in the long-running (1973-1986)
Super Friends cartoon series, and to the present
day DC has managed to keep the character in the
public eye in one way or another.
Following the death of their son, Mera and
Aquaman parted company, and the 1980s and
1990s witnessed a gradual hardening of the hero's
personality, and even grittier stories. One (of many)
1980s miniseries introduced a new, camouflaged
costume to replace his old, fish-scale-covered,
green-and-orange getup. This run led to a regular
series in 1991. Its ecological theme proved no more
popular than the previous, late 1960s attempt, but a
third series in 1994 met with more success. In a
reflection of the current popularity of violent anti-
heroes, Aquaman now grew his hair long, sported a
straggly beard, lost his left hand, and had it replaced
by a harpoon! Mera and Aqualad were back on the
scene but Aquaman's main love interest was Dol-
phin, a previously obscure water-breathing girl from
the pages of Showcase some twenty years earlier.
At seventy-five issues, this was the title's longest
run, and it was followed after a year's break by a
fourth series in 2002. It now seems that Aquaman
has been forced into exile following a coup, and is
reduced to living in freshwater areas, where he has
acquired magical powers (and a replacement left
hand) from the Lady of the Lake. Whatever changes
the character may go through in the new millennium,
it now seems certain that he will be a regular news-
stand presence for years to come. — DAR
Aquatic Heroes
Visionaries as diverse as novelist Jules Verne and
oceanographer Jacques Costeau have captivated
readers and viewers with accounts, imagined and
real, of the beauty beneath the sea. Yet horrors
exist in the murky depths, evolutionary atrocities,
mutated monstrosities, and oceanic overlords that
can only be vanquished by the defenders of the
deep: the aquatic heroes.
The most legendary of their nautical number —
Marvel Comics' Prince Namor, better known as the
Sub-Mariner, and DC Comics' Aquaman, at one time
the King of the Seven Seas — originally swam in
opposite currents. The imperious Sub-Mariner
loathed surface dwellers, routinely attacking sailors
(particularly Nazi submarines during World War II)
and the city of New York. Antithetically, the accom-
modating Aquaman aided endangered seamen and
protected coastal (and other) communities from sea-
spawned dangers, such as "The Creature that
Devoured Detroit," an algae-monster oozing from pol-
luted waters in Aquaman #56 (1971). The line divid-
ing the two ebbed with passing years: Sub-Mariner's
hostility waned and he formed apprehensive partner-
ships with landlubbers, while Aquaman's surmount-
ing vortex of misfortunes embittered him.
Subsea adversaries have plagued the watery
worlds of both heroes. Sub-Mariner's rogues' gallery
includes the Shark, a sharp-toothed pirate who jets
the waters in a shark-shaped ship; U-Man, a pariah
from Namor's oceanic home, Atlantis; the Man-Eating
Monsters, aquatic aliens who inhabit the forms of
earthly sharks; Dr. Dorcas, a psychotic biologist
commanding an army of mutant "Men-Fish"; and
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Aquatic Heroes
the fin-cowled Tiger Shark, an Olympic swimmer-
turned-supervillain. Aquaman has clashed with the
Human Flying Fish, a gimmick-enhanced thief plun-
dering both sky and sea in his garish yellow-and-
purple gear; the Fisherman, who reels in loot; the
Ocean Master, Aquaman's demented half-brother
who simulates his sibling's ability to breathe under-
water with a seashell-shaped helmet; the Black
Manta, one of Aquaman's fiercest foes, responsible
for the death of his son Aquababy; the hideous
water witch Gamemnae; and the Thirst, a sea-
devouring mud-golem.
According to superhero lore, there are undersea
kingdoms filled with water-breathing humanoids.
Sub-Mariner and Aquaman both hail from their
respective publishers' versions of Atlantis, the
fabled sunken continent now a vibrant oceanic city.
Marvel's Atlantis contains blue-skinned inhabitants,
including the late Lady Dorma, Sub-Mariner's wife.
DCs Atlantis has spawned bipedal inhabitants and a
race of mermen and mermaids. Migrating there was
the estranged wife of Aquaman, Mera, a native of a
watery dimension where denizens manipulate the
density of H 2 (Mera commands "hard-water" pow-
ers). Lori Lemaris, a mermaid, attended college on
the surface world and hid her fishtail in a specially
constructed wheelchair; she met and fell in love with
classmate Clark Kent (Superman). During her youth,
the Silver Age (1956-1969) Wonder Woman dated
Merboy (alternately called Mer-Boy). Wonder
Woman's maritime encounters did not end with her
seafaring suitor: The Amazing Amazon's classic
1966 Aurora model kit depicted the heroine roping a
hostile octopus with her magic lasso, and a (comic)
book-and-record set released by Peter Pan Records
in 1978 pitted Wonder Woman against the jaws of a
great white shark.
Both Sub-Mariner and Aquaman splashed into
comics during its celebrated Golden Age
(1938-1954). They were not alone. First seen in
Eastern Color's Reg'lar Fellers Heroic Comics #1
(1940), scientist Bob Blake creates a chemical that
enables him to transmute himself into living water
$J
and uses his uncanny abilities — which include cas-
cading through pipes and exiting through faucets,
changing himself into a geyser, and creating waves
and waterspouts — as Hydroman, a goggled crusad-
er who wears, curiously, a see-through shirt. Hydro-
man safeguarded American shores and skies from
invading Japanese, and sometimes teamed with a
young sidekick named Rainbow Boy. Hydroman's
name and powers were arrogated by a Spider-Man
villain in 1981 who, in the 2000s, literally drizzles
on thrill seekers in the interactive 3-D Spider-Man
amusement-park ride at Universal's Islands of
Adventure in Orlando, Florida.
Marvel Comics introduced the Fin in the pages
of Daring Mystery #7 (1941). This costumed crime
fighter, originally naval officer Peter Noble, survives
a deep-sea calamity and discovers he can live
underwater, a gift afforded him by "some strange
whim of Mother Nature." Donning a tan wetsuit with
a shark-fin headpiece, the Fin wielded his steel-
piercing mystical cutlass against Nazis and other
marine menaces for a few issues before sinking
into limbo. Noteworthy is the fact that three of the
Golden Age's aquatic heroes — Sub-Mariner, Hydro-
man, and the Fin — were illustrated by the same
man, artist Bill Everett.
The family of Everett's most famous aquatic
superhero expanded when Namora, Sub-Mariner's
cousin, dove into her own series in 1948 as part of
Marvel's unsuccessful attempt to spotlight a line of
superheroine comics. This "Sea Beauty" was more
jovial than her raucous relative, relishing her morn-
ing swims ("This really works up a good appetite!")
but paddling into cancellation after a mere three
issues. Decades later, another Sub-Mariner relative,
Namorita, was part of the teenage superteam
called the New Warriors.
In 1960, Aquaman met Garth, a young boy
exiled from Atlantis due to a genetic defect — his
purple eyes, considered a foreboding omen among
his people. Befriended by the Sea King, the boy
became his sidekick Aqualad. More recently, Aqua-
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Aquatic Heroes
lad has mastered Atlantean sorcery and is now
known as Tempest. His first girlfriend, Tula (a.k.a.
Aquagirl), died heroically, and Garth later married
the undersea adventuress named Dolphin, a char-
acter originally introduced in a superhero
"romance" tale as a mysterious sea nymph with
whom a sailor fell in love, in Showcase #79 (1968).
Marvel's Triton is one of the Inhumans, a
shunned race of beings mutated by the mysterious
Terrigen Mist. Green-skinned and scaly, this gilled
explorer is adept in the ocean's depths but cannot
exist outside of water, requiring a water-immersing
body harness when surfacing. Stingray is another
Marvel aquatic hero, an oceanographer named Wal-
ter Newell whose red-and-white super-suit's "glider-
membrane cape" enables him to soar through the
skies and the waters, and imbues him with
enhanced strength and the ability to fire electrical
"stings." He has been known to operate from an
island headquarters he calls his Hydrobase.
Tower Comics' Undersea Agent (1966-1967) is
actually Lieutenant Davey Jones, part of an aquatic-
based espionage force called U.N.D.E.R.S.E.A. This
Davey Jones apparently owns a locker stuffed with
uniforms: He changed costumes throughout his
six-issue run, his gear ranging from a midnight-
blue wetsuit with a bubble helmet to more colorful
variations (orange with red boots, red with blue
fins, and green with red fins). Undersea Agent and
his team thwarted the tyrannical Dr. Fang, who
mocked the heroes on the cover of their first
issue: "Those fools! Who do they think they are, to
try to overcome the invincible Dr. Fang?" Jones'
underwater world was besieged by oceanic oddi-
ties such as jade-skinned barbarians with tridents,
a dog-faced shark that bites through subs, and a
giant robot.
Similar grotesqueries challenged DC Comics'
Sea Devils, a thinly disguised aquatic version of
Marvel's Fantastic Four. Led by Dane Dorrance, the
Sea Devils encountered giant octopi — tentacled ter-
rors that have populated heroic fiction for
BRAINSTORM! V
II 1 \
Thhll-O-Rama #2 © 1966 Harvey Comics.
COVER ART BY GEORGE TUSKA AND JOE SIMON.
decades — as well as an assemblage of undersea
rogues like Captain X, Manosaur, Mr. Neptune, the
Human Tidal Wave, and Octopus Man. The thirty-
five-issue run of Sea Devils (1961-1967) is best
remembered among collectors for its photo-realistic
illustrations by Russ Heath, whose stunning covers
employed an artistic technique appropriately called
a "wash" effect.
Other seaworthy stalwarts have paddled in and
out of superhero adventures, including Harvey
Comics' Pirana, an aquatic James Bond in an emer-
ald wetsuit whose high-tech arsenal (a scuba gun,
his "toss-net," and his aqua-plane) enabled him to
checkmate "the world's most brilliant villain," Brain-
storm; the Amphibian (a.k.a. Amphibion), an Aqua-
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4?
Archie Heroes
man pastiche appearing in Marvel's supergroup the
Squadron Supreme; Mark Harris, a gilled hybrid with
webbed hands and feet, portrayed by actor Patrick
Duffy in the short-lived live-action television series
The Man from Atlantis (1977); Manta, an animated
TV superhero (on CBS's Tarzan and the Super 7
[1978]), whose ability to communicate with fish led
to litigation by DC Comics citing copyright infringe-
ment of Aquaman; Moray, the wife of Manta; the
Little Mermaid, the Danish do-gooder from DCs
Global Guardians whose legs can mutate into a
fishtail; Fathom, the water-based superheroine
from Bill Willingham's Elementals; Marrina, a yel-
low-skinned alien who migrated from her overpopu-
lated world to Earth and joined forces with Marvel's
Canadian-based superteam Alpha Flight; and Abe
Sapien, the amphibian ally of Mike Mignola's occult
hero Hellboy.
In DCs Firestorm the Nuclear Man vol. 2 #90
(1989), the water elemental Naiad is introduced.
Radical environmentalist Mai Miyazaki single-hand-
edly protests an oil spill when a rigger's crewman
fires a flare toward her. Engulfed in flames, Mai
abandons ship, and Maya, the spirit of the Earth,
magically makes her one with the sea. Now Naiad,
Mai is living water and can summon — or even
become — waves, tsunamis, or whirlpools. In 2003,
DC introduced the Lady of the Lake as the concierge
of the unexplored "Secret Sea," a peculiar realm
where Aquaman now resides. The Lady of the Lake
regenerated Aquaman's missing hand, which he lost
in battle, with an appendage made of water.
Lastly, many non-aquatic heroes have battled
demons from the deep. Captain Marvel wrestled an
angry tiger shark on the cover of Whiz Comics #19
(1941), and the little-known superhero Master Key
was entangled by a humongous eel in Scoop
Comics #2 (1942). DCs Shark was a sea creature
that climbed the evolutionary ladder after radiation
exposure, becoming a humanoid with heightened
mental capabilities, which he used to combat Green
Lantern, Superman, Aquaman, and the entire Jus-
tice League of America. Luke Cage, Marvel's "Hero
*
for Hire" also known as Power Man, clashed with a
scaly scalawag calling himself Mr. Fish, as well as a
street enforcer named Piranha Jones. Even the
Legion of Super-Heroes, the superteens living
1,000 years in the future, combated an amphibious
mutant called Devil-Fish before learning that the
creature, who lacked the ability to communicate
with them, was not their enemy. — ME
Archie Heroes
Archie Comics is best known for the superheroic
feat of continuing to thrive while the rest of the
comics industry slumps, outpacing other companies
by still selling millions annually and appearing at
point-of-sale in supermarkets throughout the United
States while most of its competition is consigned to
the specialty comic shop. But the imprint that has
prospered from tales of the ageless all-American
teen and his madcap pals has at times also fear-
lessly pursued the caped crime fighter market,
heeding the call of the genre's cyclical booms.
Archie Comics began in 1939 as MU, one of
many pulp-magazine publishers that saw gold in
them thar colorful costumes. Though obscure today
and minor by any measure, the company scored a
surprising number of firsts. For instance, MU
debuted the original patriotic superhero, the Shield,
in 1940, fourteen months before (and with an
almost identical origin to) Captain America, who is
widely remembered as the first and best of the type.
At the same time, MU brought out the Comet, an
early and forgotten brainchild of the now-revered Plas-
tic Man creator Jack Cole. The Comet discovers a gas
much lighter than hydrogen and injects it into his
veins (don't try this at home, kids), gaining the ability
to fly and the unfortunate side effect of rays that
shoot uncontrollably from his eyes but are restrained
by a special visor — an unlikely "power" lifted verba-
tim, and much more profitably, by Marvel Comics for
the X-Men team-leader Cyclops decades later.
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Archie Heroes
Steel Sterling, who in 1940 acquired the
strength of that metal by coating himself in a spe-
cial chemical and leaping naked into a molten vat of
the stuff (don't even think about it, kids), was actu-
ally comics' first character to be called "The Man of
Steel," and MLJ also featured perhaps the first
death of a superhero and the first "outing" of a
secret identity. (Such subjects would become preoc-
cupations in the mid-1980s, with DC Comics' infa-
mous fan phone-in contest to decide if the Joker
should kill Robin, and in the early 2000s, with Mar-
vel's lengthy storyline on the tabloid revelation of
Daredevil's alter ego.)
In 1941 the Comet was murdered by vengeful
gangsters, becoming likely the first star in super-
hero history to die — or at least to stay dead; the
medium has seen many costumed resurrections,
and, with the ghostly crusader Mr. Justice, MLJ was
one of several companies to feature heroes who
started dead. (MU broke even on the Comet's
demise, using the event to inspire his brother to
become 1941's answer to Charles Branson, the
Hangman.) A different costumed vigilante, the Black
Hood, demoted himself to street-clothes detective
after a villain unmasked him in 1946, though for
the preceding six years this most generic of super-
heroes had enjoyed a surprising degree of renown,
not only headlining comics but starring briefly in his
own pulp magazine and radio show.
But even this fame, like that of all the MLJ
heroes, was fleeting; the ingratiating Archie was
introduced in the back pages of Pep Comics (then
the Shield and Hangman's domain) in 1941, and
by 1945 he was the runaway hit that put all of
MU's heroes into retreat (even taking over the
name of the company in that year). It would be
almost two decades before the costumes would
come out of storage.
When DC rang in comics' Silver Age
(1956-1969) by revising and revamping characters
like the Flash and Green Lantern in the mid- to late
1950s, Archie Comics was the first competitor to
follow suit, with a retooled Shield (adapted by Cap-
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tain America's own creators, Joe Simon and Jack
Kirby, as The Double Life of Private Strong). This
comic was soon followed by The Fly (whose alter
ego rubs a magic ring to gain all the powers of the
insect world) in 1959 and The Jaguar (whose alter
ego, urn, rubs a magic belt to gain all the powers of
the animal kingdom) in 1961. Marvel Comics had a
lot more success stealing DCs thunder, while the
"Archie Adventure Series" books bit the dust within
a few years or even a few issues.
Regardless, Archie Comics tried again with the
"Mighty Comics Group" line in 1965, hiring, of all
people, Superman co-creator Jerry Siegel to script
several series in the campy fashion of the day. The
Fly was renamed Fly-Man; his counterpart Fly-Girl
appeared; the Shield's son showed up in his dad's
costume; the Black Hood and the Comet came out
of retirement (or, in the Comet's case, death); and
the Hangman and another 1940s MLJ hero, the
Wizard, were economically repurposed as supervil-
lains. There were occasional walk-ons by many MLJ
alums, and the company even licensed an unappe-
tizingly costumed superhero version of the classic
pulp avenger the Shadow.
Capitalizing on the hip humor and hyperbole of
early 1960s Marvel Comics and the Batman televi-
sion show while lacking their wit and quality,
Archie's "Mighty" titles did have a breathless, show-
must-go-on exuberance that gives them a certain
crude charm and admirable audacity. If nothing
else, they tell a crucial part of comics history, as
indicators of how insatiable the market for super-
heroes once was — though these books in particular
were history themselves by 1967.
Later, Archie Comics met a mid-1980s super-
hero boomlet with a fitful revival of its own cos-
tumed heroes, which lasted two years, from 1983
to 1985. First through the Red Circle imprint
(1983-1984), a banner under which Archie had
published respected occult-themed thrillers in the
1970s, and then through a return of the Archie
Adventure Series (1984-1985), the company
revived the Fly (and his original name), the Comet,
*
Astro Boy
both versions of the Shield, and the Mighty Cru-
saders (a catchall superteam of the Archie heroes
first seen in the Mighty Comics days). Some of
comics history's biggest names passed through the
short-lived line (including Jack Kirby and Jim Ster-
anko, who did covers, and Carmine Infantino, who
did interior art on The Comet), but the comics' style
seems to have surpassed their substance, and they
rank among the medium's least remembered.
In the early 1990s, comics companies were
eager to feed another fleeting superhero craze,
fueled by a speculation boom among collectors.
Feeling new to many readers while providing pub-
lishers with at least some kind of commercial pedi-
gree, the Archie heroes briefly came to the rescue
again, being licensed by DC Comics for the stand-
alone "Impact" line (1991-1993). The familiar
names were wheeled out with slightly unfamiliar
(but none too innovative) origins and alter egos,
including a Jaguar retooled to be a woman were-cat
(like Marvel's Tigra), a Black Hood book in which the
mystical headgear is more the star than its wearers
(like Dark Horse's The Mask), a Comet powered by
the explosion of a damaged radio antenna (?), sev-
eral confusing generations of Shields, and so forth.
The books generally suffered from the quantity-over-
quality aesthetic that prevailed at the time, and,
with only the comics-addict to sustain them, died
off as the casual mass audience did. (Ironically, the
rights to these characters hadn't been forthcoming
a few years before, when a rising writer named Alan
Moore wanted them for a little DC proposal that
came to be called Watchmen.)
The Archie heroes occasionally cameo with
America's favorite teen and appear on his website to
stand guard over their own copyrights, but the com-
pany remains most amazing for the ordinary. — AMC
Astro ftoy
Doctor Osamu Tezuka was not the first person in
Japan to work on manga, nor was he the first person
jb
to create an animated work in Japan. Likewise, his
most well-known character, Atom — renamed Astro
Boy in the United States — was not his first creation.
Nor was Astro Boy the first robot character created
in Japan. Despite this, both Tezuka and Astro would
go on to redefine manga and animation in Japan,
influencing future manga artists and creating a new
era of Japanese animation that would continue into
the twenty-first century to worldwide accolades.
Born in 1928, Tezuka began his career as a
manga artist during the post-World War II years in
then-occupied Japan. Although a medical student,
he was also an artist, a passion he had nurtured
since childhood. He counted among his influences
American movies, especially the animated works of
Walt Disney and Max Fleischer. Tezuka would fre-
quently cite the films of these men — the classic
1942 Disney film Bambi, for instance — as factors
in his decision to pursue comics and later anima-
tion. He would go on to receive his medical degree,
but would never practice. His first major work was
1947's Shin Takarajima (New Treasure Island), a
Japanese sensation with an art style that gave
readers the impression they were watching a
movie, not reading a comic. Tezuka's works over
the next forty years included Metropolis (1949),
Jungle Emperor (1950), Black Jack (1973-1978),
Hi no fori (The Phoenix; begun in 1954), and
Adolph (1983). He worked in all genres, from hor-
ror to science fiction to comedy, and he even creat-
ed the first full-length shojo ("girls comic") title in
1953— Princess Knight.
Despite the large volume of his works, whether
manga or animated, none became as popular as
Tezuka's creation Tetsuwan Atom (Mighty Atom). In
1952, Tetsuwan Atom appeared in the comic maga-
zine Shonen. The story opens in the year 2003.
Atom is a robot boy built by Dr. Tenma; the grieving
scientist is attempting to replace his son Tobio, who
was killed in a tragic car accident. Sadly, despite
the robot's efforts to become more human, Tenma
rejects him. Sent off to a robot merchant, the robot
is sold to a circus and given the name "Atom." He is
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Astro Boy
later found and adopted by the kind Professor
Ochanomizu, and here begin his adventures.
Tetsuwan Atom ran for sixteen years and its
success was immediate. In late 1962, Mushi Pro-
ductions — the animated studio founded by Tezuka —
began work on an animated series for Tetsuwan
Atom. The black-and-white series first premiered on
January 1, 1963, on the Fuji television network and
ran for 193 episodes. It was not the first animated
series to appear on Japanese television (that honor
belonged to Otagi Cartoon Calender), but it would
become the first animated series from Japan to be
broadcast in the United States. The man chiefly
responsible for this was producer Fred Ladd, who
worked on adapting 104 episodes for NBC. Ladd
would be instrumental in bringing over several series
from Japan to the United States, including Gigantor.
One of Ladd's assistants in the endeavor was Peter
Fernandez, who would later go on to work on the
anime classic Speed Racer. The Tetsuwan Atom
series was renamed Astro Boy and began airing on
American television in September 1963.
As a robot character, Astro ushered in a new
era of robots in both manga and anime, and led to
a new love and acceptance of robots in Japan. As a
robot, Astro followed ten "laws," similar to Isaac
Asimov's "Three Laws of Robotics." His powers
came not from magic but from technology (no doubt
Tezuka's scientific background was a tremendous
asset). He could fly using jets in his feet and could
also journey into space; he could speak sixty lan-
guages and had searchlights for eyes. While he was
a peacemaker first, Astro could defend himself with
superstrength and machine guns in his rear. His
"heart" was a computer, but his power came from
an internal atomic fusion reactor. In a country forev-
er in the shadow of Hiroshima and Nagasaki, Tezu-
ka took the initiative of using nuclear power for
peace, not destruction. His strong respect for life
was evident in Astra's mission of working for peace;
this went beyond typical "good versus evil" battles.
With his big eyes, black trunks, red boots, and
metallic hair, Astro had a distinctive look that
Astro Boy #1 © 2002 Tezuka Productions.
COVER ART BY OSAMU TEZUKA.
intrigued Japanese and American viewers alike (and
was even the subject of one episode of Bill Watter-
son's comic strip Calvin and Hobbes).
Astra's success in his native land caused Tezu-
ka's stature in Japan to grow. His tremendous out-
put and influence earned him the title of manga no
kami-sama — literally, "God of Comics." In 1980,
Tezuka won the Ink Pot Award at the San Diego
Comic Convention. Astra's animated adventures
featured the early efforts of several animators who
would go on to successful careers as directors.
Among them were Yoshiyuki Tomino (Mobile Suit
Gundam), Rin Taro (Galaxy Express 999), Osamu
Dezaki (Space Adventure Cobra), and Noburo Ishig-
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sr
Astro City
uro (Space Cruiser Yamato, Macross). Tezuka also
influenced new generations of manga artists, some
of whom worked with him as assistants. Among
them were Shotaro Ishinomori (Cyborg 009), Reiji
Matsumoto (Space Pirate Captain Harlock), and
Buichi Terasawa (Cobra, Midnight Eye Goku). Even
American artists such as Wendy Pini (Elfquest) and
Scott McCloud (Zotl, Understanding Comics) count
Tezuka as a major influence.
In 1980, Tezuka brought Astro back to televi-
sion, this time through Tezuka Productions (Mushi
Productions had gone bankrupt several years earlier).
This time, Noburo Ishiguro would direct the fifty-two-
episode series, now in color and called Shin Tet-
suwan Atom (New Mighty Atom). The show was now
set in 2030, and Tezuka had a more direct hand in
the scripts. A new character was added, a robot girl
named Uran (Astro Girl in the American version). Dur-
ing the 1990s, the anime distributor The Right Stuf
International released the original black-and-white
series on video in the United States. Manga Enter-
tainment released the newer series in 2002 under
the title of Astro Boy New Adventures. A new animat-
ed series produced by Sony Pictures and Tezuka Pro-
ductions began airing in Japan in April 2003 (to coin-
cide with the date given for Astra's construction —
April 7, 2003), with a dubbed version airing in the
United States on the Kids' WB! network in early
2004. An all-computer-generated, American-produced
Astro Boy movie has been discussed since 1999 but
still had no definite release date as of early 2004.
While there had been an Astro Boy comic
released by Gold Key in 1965, it had been heavily
redrawn and reedited from an original Tezuka story.
Now Comics published a monthly Astro Boy series
in 1987 with Michael Dimpsey writing and Ken
Steacy (Tempus Fugitive) and Rodney Dunn provid-
ing the art. Fred Patten also assisted with the plot.
It was not until 2002 that the original Tetsuwan
Atom manga was released in the United States
through Dark Horse Comics and Studio Proteus.
Now titled Astro Boy, the translation was done by
Frederick L. Schodt (Manga! Manga! The World of
$!&
Japanese Comics), who had been a close friend of
Tezuka's and worked as a translator for him. The
translated manga ran for over fifteen volumes.
Sadly, Tezuka would not see this new flurry of
interest in Astro Boy in the American popular cul-
ture; he died in 1989 from complications due to
stomach cancer. However, Tezuka's legacy has lived
on in new animated works based on his manga —
including Astro Boy. And in the actual, real-world
field of robotics, Astro has also had a profound
effect. In Japan, many entered the field because
they had seen or read Astra's adventures as chil-
dren. Both America and Japan have pursued the
construction of new, advanced robots, but in Japan,
there has been a movement toward more
humanoid-shaped machines. Among the results of
this effort were the P-series robots built by Honda;
the successor of these robots was Asimo, a fully
mobile, walking humanoid robot that was unveiled
in 2002. In August 2003, the Atom Project was pro-
posed by a group of Japanese researchers, with the
ultimate goal being the creation of a humanoid
robot with the emotional, physical, and mental
capacity of a five-year-old human child. — MM
Astro CHy
Astro City is the preeminent city in America, and
the hub of superpowered activities on Earth. But
how do its residents view their superheroic protec-
tors and the villains they oppose, as well as
assorted aliens, monsters, and other menaces?
And how do the heroes themselves feel about their
lives when they aren't fighting crime? These
themes are explored in Astro City, a comic-book
series created by writer Kurt Busiek in August
1995 for Image Comics imprint WildStorm (and
originally titled Kurt Busiek's Astro City). Busiek
worked with interior artist Brent Anderson and
cover painter Alex Ross to create a world that was
the opposite in theory from the "realistic" comics
of the 1990s. Instead of examining what super-
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Astro City
heroes would be like in the real world, he posed
the question, "What would the world be like if
superheroes were commonplace?"
Astro City has many archetypal heroes, but
their private lives — and interaction with the world
around them — is richer than in many comic-book
series. The Superman-like Samaritan flies from
rescue to rescue, never able to enjoy the sensa-
tion of flight except in his dreams. Winged Victory
prioritizes those she will aid: women first, men
second. The superpowered Astra, ten-year-old
daughter and member of The First Family, wants to
learn to play hopscotch and go to school with nor-
mal kids. Jack-in-the-Box uses toys to fight crime
but worries about his own upcoming child. Dark
avenger the Confessor hides a startling secret
from everyone, including his teen sidekick, Altar
Boy. An ex-villain named Steeljack gets out of
prison and tries to resume a normal life, despite
his silver skin. A cartoon anthropomorphic lion
brought to life experiences the ups and downs of
Hollywood stardom.
Not only the heroes are under the spotlight in
Astro City. As he did in his landmark series
Marvels — in which he examined the history of Mar-
vel Comics heroes through the eyes of a newspaper-
man — Busiek often uses ordinary people and their
perceptions to tell about the world of Astro City.
Whether it is a newspaper reporter who cannot
prove the astonishing adventure he witnessed with
Silver Agent and the Honor Guard, a thief who dis-
covers Jack-in-the-Box's identity and imagines what
the knowledge could do for him, a second-generation
immigrant girl who finds the monster-filled Shadow
Hill neighborhood more comforting than the gleam-
ing city, or a father concerned about moving his fami-
ly to Astro City because of the super-violence, the
ordinary citizens of this metropolis make as much of
an impact in Astro City stories as do the heroes.
The Astro City series also features many
homages to past comic-book creators. Street,
store, and building names are rife with comic book
Astro City#l © 1995 Juke Box Productions.
COVER ART BY ALEX ROSS.
connections. Binderbeck Plaza, the heart of Astro
City, is named after the creators of Captain Marvel,
Otto Binder and C. C. Beck, while Iger Square,
Grandenetti Avenue, and Feldstein's Bar& Grill refer
to artists Jerry Iger and Jerry Grandenetti, and EC
Comics/ MAD magazine editor Al Feldstein.
Since its inception, Astro City has had an irregu-
lar publishing schedule, but given its anthology for-
mat, the wait for issues is not as difficult as for serial-
ized storylines. Four hardcover collections and trade
paperbacks of Astro City are available, and the series
(under various names, including the five-issue Astro
City: Local Heroes miniseries in 2003-2004) is on-
going from DC Comics' WildStorm/Homage imprint. A
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*
The Atom
short-lived series of Astro City action figures was also
released in 1999 by Toy Vault, and Bowen Designs
released a Samaritan statue in April 1999. — AM
Atlas Comics: See Bronze Age of Superheroes
(1970-1979); Cat Heroes; Insect Heroes
The Atom
There has always been a place in comics for the
little guy, and few came any smaller than DCs
Atom — or rather, both of them! The first Atom pre-
miered in All-Amehcan Comics #19 in late 1940 and
very soon afterward began appearing as a member
of the Justice Society in All Star Comics. The young
Al Pratt, a student at Calvin College, is tired of being
teased about his diminutive stature and, to impress
his sweetheart Mary James, vows to transform his
body into something more presentable. Through
intensive training with former boxing champ Joe Mor-
gan, he is soon immensely powerful. After donning a
brown-and-yellow weightlifting costume (complete
with straps and buckles), with a blue cowl and cape,
the Atom starts a one-man crusade against crime
and injustice.
Without doubt, the Atom was one of the most
uncomplicated characters of the Golden Age of
comics (1938-1954); he had no superpowers,
secret hideouts, sidekick, weaponry, or gimmicks.
What the strip had, particularly when drawn by the
gritty Joe Gallacher, was a sort of down-at-the-heels
honesty, as the hero took on a variety of hoodlums
and gangsters in a succession of short, punchy
yarns. Considering how basic the feature's premise
was, it is surprising that the Atom was to prove so
enduring, but he outlasted many of his more flam-
boyant colleagues. He starred in over fifty issues of
All-American Comics and, when he was ignominious-
ly displaced from that title by Inky, Winky and Noddy
(!), he moved right on over to Flash Comics for a few
more years' worth of strips. In All Star Comics he
was to prove one of the most enduring members of
Showcase #35 © 1961 DC Comics.
COVER ART BY GIL KANE AND MURPHY ANDERSON.
the Justice Society of America, starring in almost
every story until the comic's demise in 1951. By this
time, he had undergone a radical revamp in which he
had somehow acquired "atomic strength" and sport-
ed a new costume, topped off with a fin on his head.
Al Pratt's Atom was next seen, along with the
rest of the Justice Society, a decade later in the
1960s, but he was only an occasional participant in
their adventures, perhaps because another Atom
had been created in his absence. Following the suc-
cess of the Flash and Green Lantern, DC editor
Julius Schwartz was looking for another Golden Age
character to revamp when artist Gil Kane brought in
some new designs for the Atom. Kane was inspired
by Quality Comics' Dollman, and his Atom update
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Atomic Heroes
was similarly a hero who could shrink himself down
to an almost microscopic size. Over three issues of
Showcase in 1961 and 1962, Schwartz, Kane, and
writer Gardner Fox introduced physics professor Ray
Palmer, whose experiments with fragments of a
white dwarf star enable him to shrink almost at will.
After discovering that his best size is six inches,
Palmer dons the requisite red-and-blue superhero
costume and embarks on a clandestine career as a
crime fighter.
Schwartz and Fox had a solid background in
science fiction, and consequently the Atom's adven-
tures were frequently based on some sort of scien-
tific conundrum or another, be it a natural disaster
or a trip back in time to meet Jules Verne or Edgar
Allen Poe. When shrunk, the Atom had increased
physical strength but was still something of a light-
weight compared to heavy-hitters such as Super-
man or Wonder Woman, and so his villains, like
Jason Woodroe the Plant Master or the stripey-cos-
tumed Chronos, also tended to be second rate. In
civilian life, Ray Palmer was courting the pretty
lawyer Jean Loring, but the pair acted more like a
middle-aged couple than young lovers, and the fea-
ture as a whole was beautifully illustrated but ulti-
mately rather dry. After thirty-eight issues of his own
title (including two guest appearances from his
Golden Age counterpart) and six more co-headlining
with Hawkman, the Atom was relegated to a backup
slot in Action Comics.
Throughout the 1960s and 1970s, the Atom
(by now married to Loring) was a regular member of
the Justice League of America, and that seemed to
be enough for most fans, few of whom were clam-
ouring for a new Atom comic. However, Gil Kane still
fondly remembered his creation and, together with
writer Jan Strnad, brought out a miniseries, Sword
of the Atom, in 1983. After finding out that his wife
was having an affair, Palmer flew out to the Amazon,
where he discovered a tribe of minute, yellow-
skinned barbarians, which he promptly joined. This
new direction, which continued in a series of spe-
cials throughout the 1980s, owed more to Conan
than a regular superhero book and was surprisingly
well written. However, a subsequent 1988 regular
series was a more pedestrian retread of the 1960s,
and interest once more died out.
The 1990s brought an appearance in the Zero
Hour miniseries and a rather unexpected transfor-
mation: the now resolutely middle-aged Palmer was
bizarrely changed into a seventeen-year-old. The
teenage Palmer did the only logical thing a teenage
superhero could do: He joined DCs all-purpose kid
group, the Teen Titans. In 1997, the Justice League
was relaunched with its original 1960s lineup
including, of course, the Atom, and it is there that
he continues to appear to this day, with his tempo-
rary youthful transformation apparently forgotten by
everyone, including the comic's creators. — DAR
Atomic Heroes
It is no exaggeration to say that the advent of the
nuclear age changed the world as we knew it, and
the world of comics echoed that sense of wonder
and uncertainty. Initially, the atomic bomb was seen
as a positive development, at least as far as the
war effort was concerned, and comics were quick to
exploit this (in fact, some even speculate that Bur-
tis Publishing's Atomic Bomb #1 pre-dates the
Hiroshima bomb). The first significant atomic super-
hero was Atomic Man, who debuted in a 1943
issue of Prize Publishing's Headline Comics. Atomic
Man dispatched underworld hoods with a quick zap
of his fingers, but it could be argued that his most
notable features were his peculiarly Aztec-style hel-
met and the fact that he wore a skirt. Atomic Man
was not, however, unique: Other titles such as
Atoman, Atomic Thunderbolt, and two separate
Atomic Comics appeared in 1946.
Even at this early date there was ambivalence
and uncertainty about the bomb. On one side there
were broadly positive "atomic" stories in strips as
diverse as those of Superman, the Shadow, Mid-
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*t
Atomic Heroes
NuMa #1 © 1965 Dell.
COVER ART BY DICK GIORDANO AND SAL TRAPANI.
night, Robin, Superduck (in which the cantankerous
mallard makes his own A-bomb) and Pyroman, who
was shown on the cover of Startling Comics #41
jubilantly hugging his own atom bomb. On the other
hand, the horror and anxiety resulting from the dev-
astation caused in Hiroshima and Nagasaki were
reflected in a 1946 Captain Marvel story in which
all manner of countries nuke each other into obliv-
ion, leaving the Captain the last man alive on the
planet. But this was only an imaginary story, so
that's all right, then.
After this initial flurry of atomic activity, publish-
ers turned their attention elsewhere until cold war
proliferation and the Korean War in particular put
the red menace firmly on the map. Apocalyptic
tomes, such as Ace's World War III and Atomic War,
and ACG's Commander Battle and His Atomic Sub,
reflected the hysteria and paranoia of the early
1950s, and inevitably the superhero books got
mixed up in that turmoil, too. Unlike the 1940s,
however, this time around it was atomic villains who
started popping up, such as Doll Man's foe the
Radioactive Man, Plastic Man's Mr. Fission, and Air-
boy's Living Fuse. By and large, mainstream super-
heroes (those few that were left in the 1950s)
stayed untouched by the genre, with the exception
of a unique bunch of costumed heroes from the reli-
ably eccentric Charlton Comics. For reasons known
only to itself, the company decided that the world
was crying out for cute costumed critters with an
atomic bent, and so Atomic Mouse, Atomic Rabbit
(later changed to Atomic Bunny), and Atom the Cat
hit the stands. Each minuscule marvel had his own
unique way of charging up: Atomic Mouse guzzled
uranium pills before flying into action, and Atomic
Rabbit ate irradiated Carrot Cubes, while Atom the
Cat merely needed to eat a fish! As bizarre as it
might seem, Charlton appeared to have hit upon
something, with Atomic Mouse thrilling fans for an
astonishing ten years before hanging up his cape in
1963. By that time, the rest of the industry had
learned to love the bomb — well, almost.
Once again, Charlton led the way when in 1960
their top artist, Steve Ditko, introduced Captain
Atom in the pages of Space Adventures. Air Force
scientist Captain Adam is blown to smithereens in
a rocket accident, but mysteriously reconstitutes
himself as the atomic-powered (and very shiny) Cap-
tain Atom. A few years later, Dell's Nukla had an
almost identical origin, except that he is shot down
by the reds, while over at Gold Key Dr. Solar, Man of
the Atom, was an irradiated scientist who ends up
with great powers, green skin, and a lousy costume.
Clearly, atomic power possessed an awe-inspir-
ing force but carried with it a terrible price. Nowhere
was this better reflected than at the newly resur-
gent Marvel Comics of the 1960s. Whereas writers
had traditionally fallen back on magic, mad scien-
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The Authority
tists, or courage, determination, and a snazzy cos-
tume for their heroes' origins, Marvel's Stan Lee
seized on the infinite mutations of radiation. The
Fantastic Four, for example, were created when their
rocket flew through a storm of cosmic rays; the
Incredible Hulk was transformed by gamma rays
from a "G-bomb" during a test explosion; young
Peter Parker became Spider-Man after a bite from a
radioactive spider; and Daredevil's extraordinary
senses developed after he was hit and blinded by a
radioactive canister. The X-Men were a group of
teenage mutants gathered together by Professor X.
While the cause of their mutation is never speci-
fied, the side effects of radiation were becoming
better known at that time and so it is no great
stretch of the imagination to see these characters,
too (who would later be called "children of the
atom"), as nuclear heroes. Another Marvel charac-
ter that makes it into the nuclear club through
unusual qualifications is Hyperion, a Superman pas-
tiche the first of whose several origins over the
years involved him escaping a doomed planet (just
like Superman's Krypton) that turns out to be the
first atom ever split by Earth scientists!
The growing ambivalence and fear about
nuclear power were reflected in Lee's "heroes with
problems." Because of their powers and appear-
ance, the X-Men, Spider-Man, and the Fantastic
Four's Thing became outcasts from society. The
Hulk's alter ego, Bruce Banner, not only became an
emerald monster but also lost control of his mind,
while Daredevil's powers must have been scant con-
solation for the loss of his sight. After the nuclear
1960s, Marvel's later heroes were again frequently
mutants of various types, and the publisher's atom-
ic heroes came to dominate the industry. Over at
rival DC Comics, on the other hand, radiation and
mutation rarely raised their ugly heads — with one
notable exception. The Atomic Knights, who
debuted in Strange Adventures in 1960, were six
indomitable heroes in a post-nuclear-war 1986 (!)
who walked around in medieval suits of armor,
which supposedly protected them against radiation.
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Some fifteen years later, that same postwar future
was revisited in a short-lived Hercules title that
starred the Greek god of legend, mutants, armies,
talking apes, and the self-same Atomic Knights.
However, as the threat of global nuclear war
has receded and distrust of "peaceful" nuclear
power has increased, the subject has largely disap-
peared from comics. One exception was 1978's
Firestorm, the Nuclear Man, who was created by a
bomb in a nuclear reactor. He rejoiced in the ability
to throw atomic fireballs and had hair of fire. Telling-
ly, before the explosion young Ronnie Raymond had
been protesting against nuclear power, an indication
that comics and society had moved a long way from
the brave new world of 1945 and the Atomic Man.
(The distance is also measured by Bongo Comics'
buffoonish Radioactive Man and Fallout Boy, a retro
parody of optimistic atomic heroes appearing in
what's billed as "Bart Simpson's Favorite Comic")
Post-Three Mile Island atomic characters have
tended to be villains, such as Ghost Rider's Nuclear
Man and Superman's the Atomic Skull ("the man
with the self-destruct mind"!), though Marvel's
mutants still dominate both the company and the
marketplace. Since contemporary superheroes are
increasingly realistic, the days of ludicrous muta-
tions and nuclear-powered rabbits may be long
gone, but atomic energy has a lengthy half-life and
the atomic heroes will probably be around for a long
time to come, too. — DAR
The Authority
"We are the Authority. Behave." So admonished
Jenny Sparks, the leader of the superpowered group
known as the Authority, after the group had sub-
stantially altered the political and physical aspects
of an alternate Earth. In those words, she gave the
dichotomy of the comic-book series The Authority,
published by WildStorm Comics. By implication, she
was telling the people of Earth that the group would
force them to behave, but the Authority itself did not
*
The Authority
behave. Winning the day at any cost, the Authority
protected humankind while making decisions about
its future.
Many members of the Authority had previously
been members of the United Nations-sponsored
superhero team Stormwatch, but when that team
dissolved (and the Stormwatch series was canceled
in 1998), a new group was formed. The Authority is
headquartered aboard the Carrier, an immense ship
that can travel between dimensions on the edge of
"the Bleed," but which likes to stick close to Earth.
The Carrier can open "doors," allowing the team to
teleport almost anywhere in the known world.
Utilizing her vast experience and wielding elec-
trical powers, Sparks was the one-hundred-year-old
leader of the team until her death at midnight on
December 31, 1999. She was then replaced by
Jenny Quantum, a fast-growing, precocious infant
who was adopted by Apollo and Midnighter, a pair of
gay heroes in a committed relationship.
Apollo's powers are akin to Superman's. He
can fly at tremendous speed, has enhanced
strength and heat vision, can survive in space, and
is powered by absorbing sunlight. Midnighter is as
dark as Apollo is light. Essentially Batman-like, Mid-
nighter is a scrappy fighter dressed in black leather
who is capable of analyzing fights in a way that
allows him to win most of the time.
The Engineer is Angela Spica, a woman whose
blood is actually mechanical, allowing her to control
machinery and morph her body's protective covering
to include weaponry. She is the second Engineer;
the other multi-generational hero in the group is the
Doctor. Latest in a long line of shamanistic magi-
cians, the Doctor can converse with all the Doctors
before him (of which Albert Einstein and Jesus
Christ are two), and can magically transmute matter
into living material such as trees or flowers.
Jack Hawksmoor and Swift make up the rest of
the team. Hawksmoor can channel the spirit of
cities, allowing himself to merge with concrete
streets and steel buildings, and to utilize their
strength. The winged Swift (Shen Li-Min) is a
huntress, viciously attacking from the air. Over the
course of their adventures, the team members face
an array of villains, including evil Asian clone-maker
Kaizen Gamorra, British soldiers from an alternate
Earth known as Sliding Albion, a group of charac-
ters resembling Marvel Comics' Avengers (if they
were rapists and murderers), and more.
The first twelve issues of The Authority (May
1999-April 2000) were written by Warren Ellis and
drawn by Bryan Hitch and Paul Neary. They quickly
established that they were telling grand tales on a
big canvas; the first four-part storyline had Moscow
wiped out by hundreds of superpowered clones, then
London and Los Angeles attacked as well. A second
four-part story saw the Earth being invaded from an
alternate dimension, while the third four-parter
revealed that Earth was actually created by an alien
being that now wanted to reclaim it. In essence, the
Authority had to face "God" and stop it.
Under Ellis, Hitch, and Neary, The Authority
became both a sales success and a critical suc-
cess, but the team left the series en masse with
issue #12 in April 2000. Coming on board was
writer Mark Millar, aided by artist Frank Quitely (and
other guest artists as needed). The Authority soon
took a nastier turn; instead of grand, huge story-
lines and heroic actions, the Authority were now
merciless and political, facing fewer cosmic evils
and determined to change the world as they saw fit.
Millar's dialogue was coarser as well, and his sto-
ries tended toward lots of violence, mayhem, rape,
and taboo-breaking. Millar even managed to offend
fans of one of the comics world's patron saints,
super-artist Jack Kirby; in one storyline, Millar's
Kirby-like Jacob Krigstein character is the villain.
Another storyline completely replaced the Authority
with new, similar characters, who were even more
debased than their predecessors. The real Authori-
ty, thankfully, returned by the end of that arc.
By early 2001, Quitely quit the book — multiple
issues had required fill-in artists already — and Art
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The Avengers
Adams stepped aboard, but The Authority was
mired in controversy (although sales stayed high).
When news was leaked that pages from The Author-
ity were being censored after the September 11
attacks — removed or changed were political
scenes, extreme gore, and over-the-top debase-
ment — the series' already shaky publishing sched-
ule became disrupted further. A completed forty-
eight-page The Authority: Widescreen special was
indefinitely postponed due to some scenes rife with
devastation in New York City.
Millar's run on The Authority finally ended with
an extremely delayed issue #29 (July 2002) — an
issue that featured a comics industry first: a gay
wedding — and with the exception of some one-
shots and specials, the series disappeared.
Despite the uncertainty about the series' future,
corporate synergy did allow for a set of four Authori-
ty action figures to be released by DC Direct in
August 2002.
In July 2003, WildStorm and DC revived The
Authority as an ongoing monthly series, under the
new creative team of writer Robbie Morrison and
artists Dwayne Turner and Sal Regla. In late 2003,
the creative team of writer Ed Brubaker and hot
artist Jim Lee was announced. A role-playing game
based on the series has been tapped for 2004
release. Whether The Authority can regain its status
as both a best-seller and a genre-buster remains to
be seen. — AM
The Avengers
In 1963 Marvel Comics was riding an unprecedented
wave of sustained success with series such as The
Fantastic Four, The Amazing Spider-Man, and The
Uncanny X-Men, two of which featured superhero
teams. But rival publisher DC Comics (coyly referred
to by Marvel writer/ editor Stan Lee as "the Distin-
guished Competition") had already struck paydirt
three years earlier with Justice League of America,
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The Avengers #51 © 1968 Marvel Comics.
COVER ART BY JOHN BUSCEMA.
which presented the company's best-selling heroes
operating together as a crime-fighting team. Marvel's
initial response to the Justice League of America (J LA)
had been 1961's The Fantastic Four, which consisted
of heroes created from whole cloth (with the excep-
tion of a second-generation Human Torch), because
Marvel had no preexisting heroes then capable of
competing with the likes of DCs Superman, Batman,
Wonder Woman, the Flash, and Green Lantern. A
mere two years later, the publishing landscape had
changed considerably in Marvel's favor, enabling Lee
and artist Jack Kirby to assemble enough successful
Marvel headliners to form a supergroup title in the
J LA mold with The Avengers (whose first issue bore a
September 1963 cover date).
fe
The Avengers
The Avengers, however, was anything but a car-
bon copy of Justice League of America, whose mem-
bers exhibited a stilted uniformity, at times seeming
almost interchangeable. Marvel's new team not only
showed real diversity, but also owed its existence
largely to the machinations of a villain. Loki, the
Norse god of evil, maneuvers his half-brother, the
thunder god Thor (from the pages of Journey into
Mystery), into a battle against the Hulk (whose first
six-issue Incredible Hulk series had concluded with
its March 1963 issue), a fracas that also attracts the
attention of Iron Man (who debuted in March 1963's
Tales of Suspense #39), Ant-Man, and his crime-fight-
ing partner and paramour, the Wasp (both of whom
maintained an address in Tales to Astonish).
Although this ad hoc quartet at first believes the Hulk
to be the villain responsible for an act of railway sab-
otage, Loki quickly emerges as the real culprit and
suffers a decisive defeat. Before the heroes disperse
to their respective titles, Ant-Man suggests that they
make their association a permanent one, and the
Avengers (a name suggested by the Wasp) is born.
Even the notably antisocial Hulk agrees to become
part of this new crime-fighting quintet, hoping that by
keeping such heroic company he will discourage the
military from continually hounding him.
In the mastheads of many Avengers stories of
the 1970s, the group's origin and subsequent histo-
ry are aptly encapsulated: "And there came a day
unlike any other, when Earth's mightiest heroes and
heroines found themselves united against a com-
mon threat! On that day, the Avengers were born —
to fight the foes no single super hero could with-
stand! Through the years, their roster has pros-
pered, changing many times, but their glory has
never been denied! Heed the call, then — for now,
the Avengers Assemble!" Indeed, the aforemen-
tioned roster changes begin almost immediately,
with the departure of the Hulk (The Avengers #2,
1963) and the induction of Captain America after
his recovery from the block of ice in which he had
been frozen since the end of the World War II (issue
#4, 1964). Captain America (whose 1950s incarna-
tion is conveniently ignored) suffers tremendous
angst because of his displacement in time and ago-
nizes over the wartime death of his kid sidekick
Bucky Barnes; this poignant characterization, and
the contrast between Cap's steadfast patriotism
and the hot-headedness of some of his younger
teammates, swiftly become two of the group's
essential dramatic foci — as does the return of the
Nazi Baron Zemo, Captain America's arch-foe, and
his Masters of Evil, a collection of superpowered
opponents already familiar to the other Avengers.
With issue #16 (1965), the original Avengers
roster is replaced entirely by newcomers (though
overseen by Captain America). "One great thing
about the Avengers team," Lee recalled, "is the fact
that we could always change the lineup of heroes.
Over the years, we've probably had every one of our
heroes, and villains too, appearing in The Avengers
from time to time. As you might imagine, my biggest
problem was finding things for them to avenge,
month after month."
The Avengers distinguished itself from Justice
League of America in another important respect: It
questioned the idea of heroism itself. While the JLA
members were all unambiguous good guys — so
much so that they were virtually indistinguishable
from one another, except by their costumes — more
than a few Avengers started their careers on the
wrong side of the thin spandex line that separates
hero from villain. When Thor, Giant-Man (the former
Ant-Man, who would later change his name again to
Goliath), and the Wasp simultaneously leave the
team, Captain America finds himself heading a new
squad of Avengers: Hawkeye, an accomplished
archer in the mold of DCs Green Arrow; Quicksilver,
a mutant speedster reminiscent of DCs Flash; and
the Scarlet Witch (Quicksilver's sister), a young
woman with the power to alter probabilities using
an inborn "hex power," thus making seemingly
impossible things occur when necessary.
The recruitment of these characters was a dar-
ing editorial choice, and it would have been unheard
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The Avengers
of in a staid organization like the Justice League.
Hawkeye, after all, had formerly been a super-crimi-
nal, a part of Iron Man's rogues' gallery (Tales of
Suspense #57, 1964); Quicksilver and the Scarlet
Witch had been (reluctant) members of the self-
described Brotherhood of Evil Mutants, a group
headed by their father Magneto {X-Men vol. 1 #4,
1964). This development helped foster a sense
that anything was possible in the burgeoning Marvel
universe, the feeling that all human beings possess
capacities for both good and evil, and that no one
has to be beyond redemption. This notion is rein-
forced years later when Wonder Man (introduced as
a villain in The Avengers #9) returns from the dead
as a hero and takes his place in the Avengers'
ranks (The Avengers #151, 1976). Adding further
realism and ambiguity to the mix is the fact that not
every superhero desires Avengers membership;
when the team extends an invitation to Spider-Man
(The Avengers #11, 1964), he declines it. Reflect-
ing the rise of feminism in the 1970s, the Wasp
would return to the group, eventually becoming a
competent Avengers leader and putting the lie to
her early 1960s airhead persona.
From its inception The Avengers was a hit, and
the series' initial success doubtless owes much to
the power-packed, sui generis renderings of Kirby,
who had not only co-created Captain America with
writer Joe Simon in 1941, but had also collaborated
with Lee on such Marvel mainstay titles as The Fan-
tastic Four, The Incredible Hulk, and Journey into
Mystery (featuring Thor). Kirby illustrated The
Avengers throughout its first year; with issue #9
(September 1964), Iron Man artist Don Heck (from
Tales of Suspense) ably took over the penciling
reins (though Kirby filled in as penciler on issues
#14-#16, and did the page layouts for other sec-
ond-year Avengers issues), while Lee continued with
the writing chores until he handed the series off to
Roy Thomas (issue #35, December 1966). Over the
next several years, Thomas worked with such
notable Marvel artists as the aforementioned Heck,
John Buscema, George Tuska, Gene Colan, Barry
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Smith, Sal Buscema, Frank Giacoia, Rich Buckler,
and Neal Adams, whose brief run on the title in
1971 (issues #93-#96), during the war between
the galactic empires of the Skrulls and the Kree
(alien races created by Lee and Kirby and first seen
in The Fantastic Four), is widely regarded as among
the finest Avengers work ever done.
Under Thomas' direction (with writing assists
from noted fantasist Harlan Ellison in issues #88
[1971] and #101 [1972]), Avengers story arcs
became increasingly complex and characterization-
oriented, flowering into a superpowered melodrama
of operatic proportions. Among the many notable
characters introduced during Thomas' tenure are
such team members as the Vision (an emotionally
tortured android with optic-blast powers and the
ability to turn intangible), and such villains as the
Grim Reaper (the vengeance-crazed brother of Won-
der Man) and Ultron (a world-conquering robot who
sought to destroy his creator, Henry Pym, the former
Ant-Man). Thomas left the series after issue #104
(1972), to be succeeded by Steve Englehart (author
of a seminal time-travel arc involving the villain
Kang the Conqueror and his time-displaced doppel-
gangers Rama-Tut and Immortus), Gerry Conway,
Jim Shooter (Conway's and Shooter's Avengers runs
are also distinguished by the stunning and highly
detailed artwork of George Perez), Steve Gerber,
Tom DeFalco (a future Marvel editor-in-chief), David
Michelinie, Mark Gruenwald, Steven Grant, Roger
Stern, Bill Mantlo, and John Byrne.
During the 1970s and 1980s, the Avengers'
membership roles would turn over completely sever-
al times while growing exponentially (despite orders
from Marvel's fictitious federal government that the
group be downsized dramatically in 1979), encom-
passing such major and minor Marvel heroes as
the Beast (from X-Men), the Black Panther, Starfox,
Hellcat (Patsy Walker), Mantis (Englehart's "Celes-
tial Madonna," whose destiny was to give birth to
the most powerful being in the universe), the Black
Knight, the She-Hulk, the Sub-Mariner, Tigra, the
Black Widow, and even the nineteenth-century West-
*Z
Azrael
ern hero known as the Two-Gun Kid. This relentless
expansion isn't surprising, however, given the spe-
cial government security-clearance status and the
weekly thousand-dollar salary (courtesy of Iron
Man's Stark International munitions firm) afforded
to members by the late 1970s. By the 1990s all
the original members of the Fantastic Four — and
even the chronic non-joiner, Spider-Man — had
become either reserve or inactive Avengers.
By the mid-1980s, the New York-based team
had grown to such unwieldy proportions — despite
the inactive status of most members — that a sec-
ond squad was formed in Los Angeles, under the
initial leadership of Hawkeye (1984 's West Coast
Avengers limited series, and the ongoing West
Coast Avengers [later Avengers West Coast] month-
ly series, which ran from 1985 to 1994). In 1989 a
self-styled "wannabe" team known as the Great
Lakes Avengers — consisting of oddball, previously
unknown fourth-stringers such as Mr. Immortal,
Dinah Soar, Big Bertha, Flat Man, and Doorman —
came into being in 1989 (West Coast Avengers
#46), but never achieved official standing with
either of the bicoastal teams.
In late 1995 Marvel released Last Avengers, a
two-issue series (written by Peter David and drawn
by Ariel Olivetti) that puts paid to many decades-
long continuity arcs and boasts a high Avengers
body count, killing off Captain America, Thor, Her-
cules, the Vision, the Scarlet Witch, and others. But
this was far from the end of the line for the Assem-
blers, who resurfaced in the latest volume of their
ongoing saga in February 1998 (The Avengers vol.
3). From that point, fan-favorite writer and Silver Age
(1956-1969) scholar Kurt Busiek (who made his
reputation penning 1994's superb, Alex Ross-illus-
trated Marvels miniseries) chronicled most of the
team's adventures in its main title for four years,
collaborating with artists such as George Perez,
Carlos Pacheco, Jerry Ordway, Stuart Immonen,
Norm Breyfogle, Richard Howell, Mark Bagley, John
Romita Jr., Steve Epting, Alan Davis, Manuel Garcia,
Brent Anderson, Ivan Reis, Kieron Dwyer, Patrick
Zircher, and Yanick Paquette before leaving the
series in the hands of writer Geoff Johns in October
2002 with Avengers vol. 3 #57 (writer Chuck
Austen took over in vol. 3 #77, March 2004). The
1990s was also replete with Avengers miniseries
and other ancillary titles executed by various cre-
ative teams, including the hugely popular, time-
spanning Avengers Forever (1999). In 2002, writer
Mark Millar and artist Bryan Hitch collaborated on
an alternately grim and satirical reinvention of the
series for Marvel's "Ultimate" line, suitably retitled
The illtimates, which immediately became one of
comics' best-selling and most critically acclaimed
series. Also in the new millennium, Busiek and
Perez teamed up to create the long-awaited
JLA/Avengers intercompany crossover miniseries
(2003), which after two decades of false starts
finally brings the Avengers together with the DC
Comics superteam that inspired it in the first place.
Like the comics business itself, the Avengers
team (of whichever coast) has had its ups and
downs over the course of four decades. At times it
has been a brilliant dramatic showcase, at others a
veritable Island of Misfit Heroes for characters
unable to sustain themselves in other, more
focused titles. The constant, almost meteorological
transformations in the Avengers' membership
roles, and the concomitant evolution of new, hither-
to-unconsidered character-driven story possibilities,
are likely to continue alternately pleasing, surpris-
ing, and frustrating eager audiences for many
decades to come — at least so long as the nefarious
deeds of unnumbered costumed bad guys continue
to require Avenging. — MAM
Azraet
In 1992, publisher DC Comics was faced with a
dilemma: how to match, or better yet, surpass the
phenomenal success of their just-released "Death
of Superman" storyline. Their solution: Create a
new Batman. Debuting in writer Dennis O'Neil and
<*&
TH£ SUPBBHeiZO BOOK
Azrael
artist Joe Quesada's four-issue miniseries Batman:
Sword of Azrael #1 (October 1992) is Jean Paul Val-
ley, who, while in the womb, is genetically condi-
tioned toward physical perfection by the malevolent
Order of St. Dumas, an errant sect dating back to
the Crusades. Brainwashed and combatively trained
throughout his youth, Valley obediently succeeds
his late father — an assassin for the Order — donning
Dad's formidable crimson-and-gold habiliment and
fiery swords and assuming his destiny as the
Avenging Angel, Azrael.
But the Order was in for a surprise: Their
newest executioner possessed a powerful force of
will. Azrael was excommunicated from the Order
after saving the life of Bruce (Batman) Wayne. When
Batman's back was broken by Bane, a crime lord
boasting drug-enhanced strength, Wayne selected
Valley as his successor. Such a move had previously
been unthinkable; DC had several different Flashes
and Green Lanterns — and even a string of Robins —
but the idea of replacing Wayne as the alter ego of
Batman was as unlikely as ... killing Superman.
This unprecedented event earned DC Comics exten-
sive media coverage and huge sales. Readers who
had previously ignored Batman, thinking the charac-
ter too familiar, now jumped on board. In a gesture
showing that its new Batman was no fly-by-night, DC
Comics had "Az-Bat," as the character was colloqui-
ally nicknamed, co-star with the Punisher in a 1994
DC/Marvel Comics crossover.
While Wayne's Batman was designed to strike
fear into criminals' hearts, Valley's Batman pushed
that concept to a dangerous extreme. An unstable
psychotic whose addled mind allowed him to speak
with the specter of St. Dumas, Valley, armed with
Bat-blade-firing gauntlets, repeatedly crossed the
line, even killing an adversary, thereby breaking the
original Batman's code to preserve life. As soon as
he was able, Wayne reappeared as Batman, bol-
stered by his true proteges Nightwing (Dick
Grayson) and the new Robin (Tim Drake), and fought
his surrogate to repossess the "mantle of the Bat."
No longer the Batman, Valley once again
became Azrael and in February 1995 spun off into
his own monthly series, Azrael: Agent of the Bat.
Author/co-creator O'Neil explored Valley's personal
and religious redemption (ground he had similarly
covered three decades prior in the legendary Green
Lantern/Green Arrow series), leading Azrael, aided
by St. Dumas refugees Nomoz and Sister Lilhy, on a
mission to overthrow the Order. Despite occasional
crossovers with other titles in the Batman fran-
chise, Azrael ran out of steam and was canceled
with its one hundredth issue in early 2003, but not
before Valley had mended his relationship with the
Dark Knight. —ME
TH£ SUPBBHeiZO BOOK
*9
Bac/Gfrf
Art
The genre of "Bad Girl art" that emerged in the
1990s comic-book world was named in contrast to
the long-standing tradition of "Good Girl art," which
was popular during comics' Golden Age
(1938-1954) and featured sexy, pin-up heroines
such as Sheena, Queen of the Jungle, and early
superheroines like Phantom Lady and Lady Luck. Bad
Girl art was birthed out of a trend in comics, film, and
other media toward strong, positive women heroes
with an attitude (think Alien's Ellen Ripley and Lara
Croft, Tomb Raider). Early precursors of today's Bad
Girl art include Warren Publishing's dark 1970s
temptress Vampirella and Frank Miller's 1980s assas-
sin Elektra. In the 1990s and the new millennium
these bad babes include the likes of Chaos! Comics'
Lady Death (often cited by comic-book historians as
the character that ignited the trend); Rob Liefeld's
Glory and Avengelyne; London Nights' Razor; Image
Comics' Witchblade; Dark Horse's Ghost and Barb
Wire; Crusade Comics' Shi; and a revamped and res-
urrected Elektra. Bad Girl art has also permeated the
superhero mainstream, as seen in DCs Catwoman
title and Marvel's Mystique miniseries.
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These heroines mete out punishment clad in
sexually provocative outfits — often nothing more
than a few pieces of tattered cloth, leather, and
spikes — wielding bladed weapons, a don't-mess-
with-me attitude, and (often) occult powers.
Embodying the themes of bondage, eroticism,
vengeance, and violence, their renderings are the
most extreme portrayals of the superheroine yet to
grace comics' pages. Frequently, theological or
occult themes are a part of these character's ori-
gins, including archetypes such as demons, fallen
or militant angels, or vampires. Artistically, they are
often portrayed as women with exaggerated physi-
cal attributes, struck in provocative poses, soaked
in blood, sweat, or tears. In light of the popularity of
extreme superheroines, Bad Girl art continues to
proliferate in the pages of Image, Chaos!, Ground
Zero, and London Night comics, as well as the more
traditional publishing houses. — GM
The Badger
It can be argued that only those with very extreme per-
sonalities would don masks and tights to wage war on
crime. Although neurotic superheroes like Spider-Man,
intermittent multiple-personality sufferers such as the
St
The Badger
Hulk, or borderline psychopaths like the Punisher
aren't unique in comics, superheroes whose cos-
tumed personae arise solely from a psychiatric disor-
der are rare indeed. The costumed martial-arts expert
known as the Badger is one such hero.
The creation of writer Mike Baron (co-creator of
Nexus with artist Steve Rude), the Badger debuted
in 1983 in Badger vol. 1 #1 (Capital Comics). "The
Badger is Norbert Sykes," reads the series' splash-
page origin boilerplate, "a Vietnam veteran suffer-
ing from an extremely rare multiple personality dis-
order: seven great personalities in one. The person-
ality most frequently inhabited by Norbert, indeed
almost exclusively preferred, is the Badger, a self-
styled crime fighter who rides the highways and
byways of America, meting out bloody justice to jay-
walkers, ticket scalpers, [and] indifferent teenaged
fast food clerks — in fact, any damn body he feels
like because he's CRAZY!"
The seeds of the Badger's madness are sewn
during Sykes' childhood, during which he is repeat-
edly abused by his psychopathic stepfather, Larry.
As a young man, the emotionally fragile Sykes
serves in Vietnam, where his months-long captivity
at the hands of the Viet Cong brings him a vision of
God as a badger named Myrtle, who grants him the
ability to talk to animals, Dr. Doolittle-style. Trauma-
tized, Sykes begins manifesting multiple personali-
ties in addition to plain old Norbert Sykes.
Sykes' seventh personality — that of the mar-
tial-arts savvy, self-styled crime fighter who calls
himself the Badger — apparently emerges only after
Sykes returns to the United States. Arrested for
beating up some street punks, the Badger is com-
mitted to an insane asylum, where he meets fellow
inmate Hammaglystwythkbrngxxaxolotl (also known
as Hamilton J. Thorndyke, or simply "Ham" for
short), a fifth-century Welsh druid with the power to
control the weather, among other arcane skills.
Ham shows the Badger how to "fake sanity" long
enough to secure his release; in fairly short order,
both men are discharged from the institution and
take up residence in Ham's forbidding castle, locat-
#
ed just south of Barneveld, Wisconsin, and pur-
chased with the huge fortune Ham has amassed
over the centuries. The Badger becomes Ham's
employee, performing numerous odd jobs, using the
"dozens of obscure, esoteric, arcane, not to men-
tion abstruse martial arts" he has mastered.
Although the premiere issue of Badger (1983)
boasted the cleanly delineated art of Steve Rude,
Capital Comics (which went on to become one of
the largest direct-market comics distributors of the
1980s and 1990s) couldn't make a go of the
series. Luckily First Comics, a larger independent
publisher co-founded by Mike Gold, gave the series
a home beginning with issue #5 (1984). Badger
continued at First until its seventieth issue (1991),
when the company folded. Baron wrote the series
for its entire run, and his uniquely hilarious (and
sometimes poignant) scripts displayed his self-
declared enthusiasm both for kung fu adventure
and the antics of Carl Barks' Uncle Scrooge
McDuck. The Badger made guest appearances in
Nexus vol. 1 #45-#50 (First Comics, 1988) and
starred in a four-issue miniseries titled Badger
Goes Berserk (First Comics, 1989), as well as in a
new "first issue" (1991's Badger vol. 2 #1), which
retold the character's origin. In addition, the Badger
headlined a large-format graphic novel titled
Hexbreaker (First Comics, 1988).
In addition to Ham, the Badger developed a fas-
cinating, unique, and far-ranging supporting cast
over the years, including such allies as Mavis Davis, a
female martial artist (and fellow talker-to-the-animals)
who becomes the Badger's wife; Daisy Fields, Nor-
bert Sykes' personal psychotherapist and Ham's
secretary; Jim Wonktendonk, another Nam veteran;
Connie Ammerperson, an African-American lesbian
cab driver and feminist activist; Fuzzbuster, an owl
who helps the Badger avoid speeding tickets; the
Yak and the Yeti, a pair of large, ancient, hairy, and
often foul-tempered creatures straight out of Tibetan
myth; the Wombat, an Australian Vietnam veteran
(as crazy and costumed as the Badger) who is the
self-styled protector of all animals; Riley Thorpe, the
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Bartman
originator of a martial-arts system called Jabber-
wocky ("some say it's my jabber, some say it's my
walk") and one of the Badger's closest associates;
and Lamont, a figure-skating buffalo who likes to
hoof-race and is self-conscious about his hairstyle.
Numbering among the Badger's many bizarre
nemeses are Hodag, a former Green Beret turned
neo-Nazi kook (Sykes is no fan of Nazis); Lord
Weterlackus (alias Slotman), a powerful demon lord
who draws strength from blood sacrifices; the
Roach Wrangler, a former exterminator capable of
raising insect armies; Dr. Buick Riviera, an insane,
demon-powered, martial artist/physician who uses
snakes and other animals as hand-to-hand
weapons; Count Kohler, who can turn ordinary
humans into demons; Ron Dorgan, a martial artist
capable of delivering a "death touch"; and Lannier
Lutefisk, a Badger impersonator who actually takes
Sykes' place for a whole issue (Badger vol. 1 #65).
When First Comics disappeared, so did the
Badger. Then the headcase hero eventually resur-
faced at Dark Horse Comics with a pair of mini-
series: Badger: Zen Pop Funny-Animal Version (two
issues, 1994) and Badger: Shattered Mirror (four
issues, 1994). Three years later, Baron took his
emotionally challenged hero to Image Comics in
another attempt to helm an ongoing Badger series.
But this comic lasted only eleven issues, either
because of the industry's general sales slump, or
because late 1990s audiences were unreceptive to
over-the-top superheroics based on mental illness.
To those who would find offense in Norbert Sykes'
insanity-fueled adventures, however, the Badger
would no doubt send one of his trademark verbal
barbs: "Critics are grinks and groinks." — MAM
ftovbnati
Fox's long-running animated television series The
Simpsons (1990-present) is replete with refer-
ences to superhero comics, from Bartman (the
ersatz superhero persona of America's favorite bad
boy, Bart Simpson) and the stereotypically slovenly
"Comic Book Guy" who runs the Android's Dungeon
comic shop, to cameo appearances of the cast of
the 1960s Batman television show, to the revela-
tion that the fictitious nuclear-enabled muscleman
called Radioactive Man has been the country's
most influential superhero for about half a century
(or so it is told in the fictitious and geographically
inscrutable town of Springfield).
In 1993 Bongo Comics (spearheaded by Steve
and Cindy Vance, Bill Morrison, and Simpsons cre-
ator Matt Groening) underscored the cultural impor-
tance of Radioactive Man — Bartman's principal
inspiration — by actually publishing some of the
atomic hero's key adventures, the very comics read
by Bart Simpson, Milhouse Van Houten, Martin
Prince, and the rest of the superhero fans of the
Simpsonverse. Among these four-color snapshots
of Radioactive Man's decades-long evolution are:
the sought-after November 1952 Radioactive Man
premiere issue (1993), which includes an origin
story that lampoons the Incredible Hulk, Superman,
Batman, 1950s red-baiting, and the Comics Code
Authority; May 1962's Radioactive Man #88
(1994), which lovingly skewers Stan Lee, Jack Kirby,
and superheroes' teenage sidekicks; August
1972's Radioactive Man #216 (1994), which paro-
dies the prosocial "relevance" of DCs Green
Lantern/Green Arrow ("Jeepers!" exclaims a
shocked Man of Atoms, "My sidekick Fallout Boy is
a dirty Hippy!"); October 1980's 412th-issue
sendup of Chris Claremont and John Byrne's "Dark
Phoenix" X-Men saga (1994); January 1986's
679th-issue jab at Marvel's Punisher, DCs Watch-
men, and The Dark Knight Returns (1994); January
1995's watershed Radioactive Man #1,000 (1994),
which aims its barbs squarely at Todd McFarlane
and the Image Comics aesthetic; and the Summer
1968 Radioactive Man 80 Page Colossal edition
(1995), showcasing such gems of Silver Age camp
as "Radioactive Man, Teen Idol," "The 1,001 Faces
of Radioactive Ape," and a tale of the Radioactive
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S3
Batgirl
Man of the far-flung future year of 1995. (Since the
late 1990s, a regular if infrequent Radioactive Man
series has been gently massacring the remaining
eras and styles of comics history.)
Subject to such powerful pop-cultural currents, it
is no surprise that Bart Simpson would aspire to
become a superhero himself, in the guise of Bart-
man. Bart first donned the purple cape and cowl on a
second-season television episode titled "Three Men
and a Comic Book" (1991), in an unsuccessful
attempt to win a discount admission to a comic-book
convention. Despite this ignominious genesis — and
in spite of a complete lack of superpowers, crime-
fighting equipment, Batman-style training, or realistic
prospects of maintaining a secret identity — Bartman
managed to make a go of superheroics (at least in
his own mind). Two years later, a one-shot comic
book titled Simpsons Comics and Stories marked the
advent of Bongo Comics and finally brought Bartman
to the medium that had inspired him in the first
place. In a story titled "There Shall Come ... a Bart-
man!!" (written by Steve and Cindy Vance and illus-
trated by Bill Morrison and Mike Anderson), Bartman
befriends Radioactive Man's elderly creator by pre-
venting the venerable nuclear hero from being killed
off by his rapacious publisher as a sales gimmick —
thereby making a comment on the stampede of spec-
ulation, hoarding, and dumping precipitated by DCs
decision to (temporarily) kill Superman.
Bartman's first adventure proved popular
enough to justify granting the spiky-haired, under-
achieving superhero a Bartman miniseries
(1993-1995), featuring stories by Gary Glasberg,
Bill Morrison, Jan Strnad, and Steve Vance, with art
by Tim Bavington, Chris Clements, Luis Escobar, Jim
Massara, Phil Ortiz, and Cindy Vance. During the
series' six-issue run, Bartman stops the Comic
Book Guy and school bullies Jimbo Jones, Dolph,
and Kearny from scamming comics fans by adding
fake "enhancements" to comic book covers;
encounters the Penalizer (a Punisher pastiche); has
an existential crisis that leads him to quit the hero
business temporarily, in an homage to Peter Park-
er's historic super-sabbatical from The Amazing Spi-
der-Man #50 (1967); transforms the family pet into
"Bart Dog, the Canine Crusader," evoking shades of
Ace the Bat-Hound from Batman stories of the
1950s; and fights alongside Radioactive Man him-
self against the entire population of Springfield
after a nuclear mishap sends the townsfolk on a
superpowered rampage that began in Simpsons
Comics #5. In Bartman #5 (1995) Bart's sisters
Lisa and Maggie swing into costumed action as
Lisa the Conjurer and the Great Maggeena while
Bartman is briefly sidelined by a sprained ankle.
Though Bartman has not seen much action
during recent years, his fortunes might well change
in the not-too-distant future. "I think there is a pos-
sibility of bringing Bartman back," Bongo Entertain-
ment Group creative director Bill Morrison com-
mented in 2003. "We're actually planning a couple
of Bartman stories for upcoming issues of Bart
Simpson Comics. We may decide to come out with
a revived Bartman comic." In the meantime, back
issues of Bartman and trade paperback reprints of
the miniseries continue to be snapped up by enthu-
siastic Bartophiles. And comicdom waits eagerly for
the famous Bart Signal to slice across the night sky
of Springfield. — MAM
tetgirl
#
Batgirl was created to attract a demographic. The rat-
ings of ABC-TV's Batman series were slipping during
its second season (1966-1967), and the show's pro-
ducers brainstormed a "Batgirl" to lure young girls
(and lustful men) to the show for its third.
Dancer/actress Yvonne Craig was hired for the role,
clad in a form-fitting, purple-and-gold Batsuit, and
while her high-kicking antics may have ignited some
awakenings in the young boys watching, she couldn't
save the series: Ratings continued to slump and Bat-
man was canceled in 1968 after its third season.
DC Comics, publisher of the Batman comics
franchise that inspired the TV show, had, during the
TH£ SUPBBHeiZO BOOK
Batgirl
program's run, imitated its success by adding camp
humor and pop-art sound effects to the comic
books. When DCs higher-ups caught wind of a Bat-
girl joining the show's cast, they gave Julius "Julie"
Schwartz, editor of Batman and Detective Comics,
the mandate to create an all-new Batgirl for the
comics (a teenage heroine calling herself Bat-Girl
[alter ego Betty Kane] had premiered in Batman
#139 in April 1961 and made a few scattered
appearances before fading into oblivion). The result
was "The Million Dollar Debut of Batgirl!" in Detec-
tive Comics #359, January 1967. Behind the bat-
eared cowl was Barbara Gordon, a stunning red-
head whose good looks and shapely figure belied
the physical stereotype of her profession: librarian.
The daughter of Gotham City police commissioner
James Gordon, Barbara was headed to the Police-
men's Masquerade Ball, wearing a black-yellow-and-
blue Batgirl costume of her own design, when she
by chance encountered a kidnapping attempt. Killer
Moth, one of the more outrageous villains to harass
Gotham City, was abducting millionaire Bruce Wayne
when this masked "Batgirl," energized by an adren-
aline rush, burst onto the scene and rescued
Wayne. Thrilled by this exploit, Barbara maintained
her Batgirl identity and continued to fight crime,
ignoring the protestations of Batman, who feared
that Batgirl's inexperience may bring her harm on
the dangerous streets of Gotham.
Through a number of guest appearances in DC
comic books in 1967 and 1968, Batgirl was por-
trayed in a manner considered sexist by contempo-
rary social standards: Much of her arsenal was car-
ried in a Batpurse attached to her utility belt, a
Detective cover depicted her distracted by a run in
her nylon stockings, and she even got into a cat-fight
with Catwoman! But by the early 1970s, Batgirl had
matured, using her keen intellect, athletic dexterity,
and burgeoning detective skills to solve petty and
not-so-petty thefts. Soon, Barbara Gordon relocated
to Washington, D.C., as a congresswoman, occasion-
ally appearing as Batgirl in the nation's capital and
even teaming with former Boy Wonder Robin, with
Legends of the DC Universe #11 © 1998 DC Comics.
COVER ART BY KEVIN NOWLAN.
the hint of a romance between the two. But as Bat-
man comic books grew grimmer throughout the
1970s and 1980s, Batgirl's existence weakened
Batman's, and Barbara Gordon hung up her cowl,
despite being merchandized by a variety of toy man-
ufacturers, still craving that girl demographic.
By the time Gordon resurfaced in 1988 in the
one-shot comic Batman: The Killing Joke, retroac-
tive continuity revisions had now made her the
niece — not the daughter — of Commissioner Gordon.
In that story, the Joker, Batman's most maniacal
foe, exacted revenge on his enemy by rampaging
against those close to him. The Joker shot Barbara,
leaving her a paraplegic confined to a wheelchair.
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H
Batman
Some readers at the time accused DC Comics of
misogyny, as this brutal attack on Batgirl closely fol-
lowed the poignant but violent death of Supergirl in
DCs Crisis on Infinite Earths. But this tragic
moment actually heralded Barbara Gordon's reemer-
gence. In Suicide Squad #23 (January 1989), Bar-
bara became Oracle, a behind-the-scenes crusader
whose development of a vast computer information
network, along with her photographic memory and
her uncanny hacking abilities, enabled her to ferret
out information to help other heroes. In addition to
aiding the Suicide Squad, Batman, and others,
Oracle ultimately bonded with Black Canary and the
Huntress as the Birds of Prey. A new Batgirl was
introduced in Batman #567 (July 1999), a mute
teenage drifter befriended by Barbara Gordon. It
was soon disclosed that this girl was actually Cas-
sandra Cain, daughter of the notorious assassin
David Cain, who had expertly trained his offspring in
martial arts and other modes of combat. The inter-
vention of Oracle and Batman helped reshape Cas-
sandra's destiny, and now she heroically prowls the
streets of Gotham as the new Batgirl.
In tandem with and contrary to DC Comics'
continuity, Barbara Gordon as Batgirl has continued
a mainstream profile on the small and large
screens. In animation, Batgirl appeared in several
shows, including The Batman/Superman Hour
(1968-1969), The Adventures of Batman and Robin
(1969-1970), and The New Adventures of Batman
(1977). She didn't reappear on television until Fox's
second season of Batman: The Animated Series,
where she made her debut in the two-part "Shadow
of the Bat" (September 13-14, 1993), and became
a semi-regular on that series and its later incarna-
tions, The Adventures of Batman & Robin
(1994-1997, Fox) and The New Batman/Superman
Adventures (1997-1999, the WB). She arrived on
the big screen in summer 1997's live-action film
Batman & Robin, in which Alicia Silverstone played
the superheroine (albeit altered to Barbara Wilson,
the niece of Bruce Wayne's butler Alfred). Batgirl
also appeared in the direct-to-video animated films
Batman & Mr. Freeze: SubZero (March 1998) and
Batman: Mystery of the Batwoman (October 2003),
as well as in much older form in the futuristic TV
spin-off cartoon Batman Beyond (1998-2001).
Actress Dina Meyer was cast as Barbara
Gordon/Oracle (with flashbacks to her Batgirl
career) in the short-lived Birds of Prey live-action
series, on the WB network from fall 2002 through
early 2003. —ME
ftobnan
$b
Creature of the night. Caped cubmaster. Quipping
crime fighter. Masked detective. Vengeful vigilante.
At various times throughout his illustrious career,
Batman has been all of the above, adapting to shift-
ing social climes while enduring as one of the most
recognizable pop-culture icons ever.
Cartoonist Bob Kane compensated for his limit-
ed artistic talent with his uninhibited imagination —
and unabashed mimicry. Inspired by a host of influ-
ences — Leonardo da Vinci's "ornithopter" design,
Douglas Fairbanks' swashbuckling outing in The
Mark ofZorro (1920), and pulp heroes the Shadow
and the Spider, among others — Kane sketched a
black-masked, red-costumed bat-man, an image
refined by recommendations from his silent partner,
writer Bill Finger, into the black-and-grey version of
the hero soon to become famous as Batman. While
Kane, to this day, remains the sole credited creator
of Batman, Finger's contributions cannot be over-
looked. By his own admission, Kane offered the look
of the dark prowler, but Finger provided the story.
The origin of DC Comics' Batman (which wasn't
revealed to readers until the character's seventh
appearance) is a now-familiar fable rooted in
tragedy. As prosperous physician Thomas Wayne,
his social butterfly wife Martha, and their young son
Bruce exit a Gotham City movie house after a night-
time showing of The Mark ofZorro, they are robbed
by a thief brandishing a pistol. Dr. Wayne valiantly
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attempts to protect his wife, but the panicky gun-
man murders the adult Waynes as their grief-strick-
en son watches. The lad dedicates his very exis-
tence to avenging his parents' murders by "spend-
ing the rest of my life warring on all criminals." After
years of training his mind and body to perfection,
Wayne, having inherited his father's millions, mulls
over a crime-fighting disguise that will terrorize law-
breakers. A bat flaps through an open window, and
Wayne deems it an omen. The origin's end caption
heralds, "And thus is born this weird avenger of the
dark ... this avenger of evil. The Batman."
Premiering in May 1939 in Detective Comics
#27, the Batman became a sudden sensation. In
his earliest adventures, Batman (alternately called
"Bat-Man" until the hyphen was dropped for consis-
tency) was quite brutal: He tossed a thug off of a
rooftop and executed a vampire by shooting him
with a silver bullet. Batman's violent methods
earned him an enemy: police commissioner James
Gordon. Gordon, a mainstay of Batman's mythos
since the character's very first story, sicced the
Gotham Police Department on this peculiar winged
troublemaker, until later forming an uneasy alliance
with the Batman after it became obvious they were
playing on the same team.
As Batman's acclaim swelled, the character's
publisher recoiled, fearful that the sinister elements
in the comic book would be emulated by its young
audience. DC eliminated Batman's use of firearms
and extreme force — never again would Batman take
a life. Just under a year after the hero's debut, DC
softened him even more in Detective #38 (April
1940) by introducing Robin the Boy Wonder.
Robin — actually Dick Grayson, a circus aerialist —
observes the mob-ordered murder of his parents
and becomes the ward of a sympathetic Wayne,
who trains the lad as his crime-fighting ally. Detec-
tive's sales briskly escalated with Robin's inclusion.
The Boy Wonder, exuberant and wisecracking, had a
profound influence on the brooding Batman. The
former "weird avenger" stepped smoothly into the
role of father figure.
Batman Family #17 © 1978 DC Comics.
COVER ART BY MICHAEL KALUTA.
While maintaining the lead spot in Detective,
Batman was awarded his own title in the spring of
1940, with artists Jerry Robinson and Sheldon
Moldoff signing on to help illustrate the additional
material (but never signing their stories, due to
Kane's creator's deal). Batman #1 introduced two
villains who would become integral components of
the character's history: the sneering clown prince of
crime, the Joker, and the sultry princess of plunder,
the Catwoman (although she was called "The Cat"
during her initial appearance). Batman and Robin
were soon challenged by a growing contingent of
odd antagonists: The frightful Scarecrow, the larce-
nous Penguin, and the puzzling Riddler were just
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Batman
some of the rogues who repeatedly took on this
"Dynamic Duo." When not battling their bizarre
rogues' gallery, Batman and Robin were mopping up
mobsters or unearthing clues to crimes in myster-
ies that challenged the reader to play along as arm-
chair detectives.
Batman and Robin's synchronized acrobatics
and deductive mastery dazzled readers, as did their
arsenal: They each sported utility belts containing
the tools of their trade, including Batarangs (bat-
winged boomerangs), Bat-ropes (for climbing and
swinging), microcameras and tape recorders, gas
pellets, acetylene torches, bolas, respirators, first-
aid kits, penlights, and Bat-cuffs. For transportation,
the Dynamic Duo hit the streets in their Batmobile,
the skies in their Batplane, and the sea in their Bat-
boat, an armada warehoused in the secret Batcave
beneath the hero's grand home, Wayne Manor. By
1942, Commissioner Gordon — in a full reversal
from the days when he ordered his officers to fire
upon the Batman — was summoning the hero into
action by illuminating the nighttime skies of Gotham
City with the Bat-signal.
The Dynamic Duo's burgeoning popularity could
not be contained in two magazines alone. They
soon appeared in DCs World's Best (later World's
Finest) Comics, and in 1943 swung into their own
newspaper strip, a medium in which they encoun-
tered their first defeat — at the hands of a hero who
would soon be their ally, Superman. Many newspa-
pers declined to carry the Batman daily and Sunday
strips since they were already running the Super-
man feature, cutting short Batman and Robin's first
excursion into the funnypapers after a mere two
years. Nonetheless, Batman didn't hold a grudge:
He and Robin guest starred on several episodes of
the radio program The Adventures of Superman in
the mid-1940s.
Straying even further from Batman's grim
roots, DC introduced a comic-relief character in Bat-
man #16 (1943): a gentleman's gentleman named
Alfred Pennyworth. The son of the butler of Bruce
Wayne's father, Alfred surprised Wayne and Grayson
#
by showing up on their doorstep — and surprised
them even more when he discovered their Batman
and Robin guises. The humorous element was
quickly abandoned and Alfred became the Dynamic
Duo's valuable and trusted aide.
Unlike DCs and Marvel Comics' patriotic
paragons, Superman and Captain America, Batman
did very little for the war effort in the 1940s other
than hawk bonds on his covers. Flag waving and
Nazi bashing were not his forte — he and Robin
invested their energies in keeping American citizens
safe at home. In addition to their comics appear-
ances, they segued into movie theaters in two seri-
als, Batman (1943) and The New Adventures of Bat-
man and Robin (1949).
As most superheroes were put out to pasture
after World War II, Batman was one of three DC
Comics characters to maintain his own series, the
others being Superman and Wonder Woman. Sur-
vivors Superman and Batman even joined forces as
"Your Two Favorite Heroes — Together" in the pages
of World's Finest. Despite Batman's resiliency (and
the emergence of popular artist Dick Sprang, whose
interpretation of the Joker remains one of the clas-
sic renditions of the character), the 1950s were
unkind to the cowled crime fighter and his sidekick.
The science-fiction craze that mushroomed out of
the atomic age injected concepts into the Batman
comic books ill-suited to their street-level milieu:
Time travel, mutations of Batman and Robin, invad-
ing aliens, and giant insects were common themes.
The biggest threat facing Batman and Robin in
the 1950s, however, was real-life psychiatrist
Fredric Wertham. In his scathing book Seduction of
the Innocent (1954), Dr. Wertham charged that the
comic-book industry was morally corrupting its
impressionable young readers, impeaching Batman
and Robin in particular for flaunting a gay lifestyle.
Wertham wrote, "They live in sumptuous quarters,
with beautiful flowers in large vases, and have a
butler. It is like a wish dream of two homosexuals
living together." Granted, our hero didn't have much
luck with women — Wayne zipped through a throng of
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beauties like Julie Madison, Vicki Vale, and Kathy
Kane, and Batman was tantalized by femme fatale
Catwoman and, on a couple of instances, even
Superman's girlfriend, Lois Lane — but if DCs writ-
ers and editors intended the Dynamic Duo's rela-
tionship as a gay metaphor, it's a secret that has
remained closeted. In response to Wertham's dam-
aging allegations and ensuing parental and U.S.
Senate criticism, DC Comics built a wholesome
"Batman Family" with the Caped Crusader as its
pointy-eared patriarch. Soon Batman and Robin
were joined by Batwoman and Ace the Bat-Hound,
as well as Bat-Girl and even the magical imp Bat-
Mite. Batman's ghoulish adversaries were either
neutered or discarded from the series. For years,
DC produced a kinder, gentler Batman — and read-
ers defected. Batman and Detective Comics were
on the brink of cancellation.
Editor Julius "Julie" Schwartz, who launched
the Silver Age of comics (1956-1969) through his
renovations of Golden Age (1938-1954) favorites
the Flash, Green Lantern, and the Justice Society
of America (reworked in 1960 as the Justice
League, a team that counted Batman among its
eminent roster), was tapped by DC to work his
magic on Batman. Enter the "New Look" era in
1964: Schwartz updated the appearance of the
hero by adding a yellow oval to Batman's chest
insignia; hired Flash illustrator Carmine Infantino to
modernize the artwork; evicted the codependent
Batman Family, except for Robin; and excised the
silly sci-fi gimmickry that had strangled the charac-
ter for more than ten years. Detective mysteries
became the norm, Batman's rogues' gallery reap-
peared (with new additions like Blockbuster), and
Robin was franchised out for membership in a
junior Justice League called the Teen Titans. The
only bad call Schwartz made was the elimination of
Alfred: Batman's butler died in 1964 and was
replaced by Grayson's Aunt Harriet, Schwartz's vol-
ley to counter Wertham's contentions of a decade
earlier, but that decision was soon reversed and
Alfred was resurrected.
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On January 12, 1966, ABC premiered a live-
action Batman television series starring handsome
Adam West as a swaggering Batman/Wayne and
unseasoned newcomer Burt Ward as an efferves-
cent Robin/Grayson. Batman bubbled with flashy
costumes and sets (at a time when color television
was relatively new), pop-art sound-effect graphics
("Pow!" "Zowie!"), a surfin' soundtrack by Neal
Hefti, and guest appearances by popular celebrities
as villains. The show's flamboyant action enthralled
kids, while its campy humor amused their parents.
Batman, which aired twice a week (the first night's
cliff-hanger would be resolved "tomorrow night,
same Bat-time, same Bat-channel," as the narrator
promised), was not only an immediate hit, it birthed
a national phenomenon. America went "Bat" crazy:
West as Batman appeared on major magazine cov-
ers including Life and TV Guide, Ward as Robin
became a teen heartthrob, an unprecedented wave
of Bat-merchandise was sold to boys and girls, the
Batman newspaper strip resumed, and a theatrical
movie was churned out for the summer of 1966. DC
plastered Batman on as many comics as possi-
ble — the hero usurped Justice League and World's
Finest covers from his partners, and Batman team-
ups took over the title The Brave and the Bold. The
entire genre of superheroes benefited from this Bat-
mania, with costumed crime fighters new and old
taking over the airwaves, comics racks, and toy
shelves for a few years. ABC's Batman returned for
two more seasons, but ratings sagged each year
(despite the introduction of Yvonne Craig in season
three as Batgirl, a character also inserted into the
comics), and the show was axed in 1968, although
Batman segued to Saturday-morning television in
September 1968 as part of the animated The Bat-
man/Superman Hour.
The inflated comic-book sales DC enjoyed
from the television show's hit status quickly deflat-
ed once it left the air. Batman needed another
shot in the arm. Artist Neal Adams' photo-realistic
illustrations and experimental layouts on the
Deadman series in DCs Strange Adventures had
*
Batman
made him comics' "it" boy. With the
Batman/Deadman pairing in The Brave and the
Bold #79 (1968), Adams began a stint on that
team-up title that would, with each issue, revitalize
the look of Batman: the hero's batears began to
grow longer, his brow became more menacingly
furrowed, his cape engulfed comics panels like
flowing batwings, and his escapades always took
place at night — even when scripter Bob Haney
called for a daytime scene! Adams took it upon
himself to restore Batman to his roots as a fore-
boding nocturnal force — he was "the" Batman
again. Editor Schwartz noticed, and recruited
Adams to the main Bat-titles.
Other changes were transpiring at the same
time: In late 1969, Dick Grayson left home for col-
lege (and his own adventures as Robin the Teen
Wonder), and Wayne and Alfred temporarily board-
ed up the mansion and relocated into a highrise in
the heart of Gotham. New and frightening foes like
Man-Bat and Ra's al Ghul appeared, Two-Face
returned from limbo, and the Joker was trans-
formed from a clownish buffoon into a homicidal
maniac. Throughout the 1970s, writers like Dennis
O'Neil, Steve Englehart, and Len Wein, and dynam-
ic artists including Adams, Dick Giordano, and Mar-
shall Rogers produced gothic, atmospheric master-
pieces that are still lauded by readers over thirty
years later. Batman overcame a sales slump in the
early 1970s and was again being exploited by DC
by the mid-1970s: The Joker, Man-Bat, and The
Batman Family joined DCs lineup. Batman's roman-
tic life became a captivating soap opera; Batman
cavorted with Talia, the vivacious but villainous
daughter of his new foe al Ghul, and Wayne fell in
love with the natty Silver St. Cloud, who actually
deduced his dual identity by recognizing Bruce's
chin in the Batmask. While Batman was the "Dark-
night Detective" in DCs comics, television wouldn't
allow the light-hearted interpretation of the hero to
die: Witness ABC's kid-friendly Super Friends
(beginning in 1973 and running, in various incarna-
tions, until the mid-1980s) and CBS's The New
Adventures of Batman (1977, featuring the voices
of West and Ward). A puffy West and Ward even
donned their colorful costumes once again in 1978
for a pair of campy one-hour television specials
called Legends of the Super-Heroes (also featuring
the Flash, Green Lantern, the Riddler, and other
good and bad guys).
This didn't faze DCs comic-book Batman, how-
ever. In the 1980s, his comics explored grimmer
themes: Batman became a vampire, blew off his
Justice League pals and formed the Outsiders, and
encountered freakish new villains like the bone-
crushing Killer Croc. By 1984, Grayson had hung
up his red Robin tunic to become Nightwing, and
troubled teen Jason Todd was introduced as the
new — and rebellious — Boy Wonder. Batman's most
influential moment of the decade occurred with
Batman: The Dark Knight Returns (1986), a four-
issue miniseries by writer/artist Frank Miller and
inker Klaus Janson. Set in the near future, Dark
Knight portrayed a grizzled, booze-addled Bruce
Wayne crawling out of retirement to restore order to
a chaotic Gotham as the Batman. Miller's gritty
take on Batman established a template for other
writers and artists to follow. Batman comics grew
somber, and sometimes graphically startling: The
manic Joker debased and nearly killed Commis-
sioner Gordon and Batgirl in Batman: The Killing
Joke (1988), and did kill the new Robin — echoing
reader demand from a phone-in contest — in Bat-
man #428 (1988). A new Robin, Tim Drake,
entered the canon the following year, as did anoth-
er Tim, real-life movie director Tim Burton.
Burton, a wild-haired, cartoonish figure himself,
was fascinated by fantasy: His earliest cinematic
efforts included Frankenweenie (1984) and Pee-
Wee's Big Adventure (1985). So when he took on
the project of bringing Batman to the big screen,
comics fans were thrilled ... until they learned of his
casting choice. Michael Keaton, a quirky actor slight
of build and best known for comedy roles in Mr.
Mom (1983) and Burton's own Beetlejuice (1988),
was chosen by the director to play Wayne and Bat-
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man. A delegation of comics fans demanded
Keaton's removal from the project. Burton was con-
vinced, however, that the wild look in Keaton's eyes
would give him the edge to portray the obsessed
hero. Box-office receipts proved him right: Batman
(1989), which included Jack Nicholson as the Joker
and Kim Basinger as love interest Vicki Vale, was
the year's megahit, spawning a wave of Bat-mer-
chandise the likes of which had not been seen
since 1966.
1992 was Batman's next pivotal year. Burton
and Keaton were back in theaters with Batman
Returns, inspiring a television cartoon spinoff that
fall: the no/r-ish Batman: The Animated Series. In
the comics, a brutish crime lord called Bane
deposed Gotham's guardian by snapping Batman's
spine and triumphantly pitching him off a rooftop.
During his convalescence, Wayne was replaced by
a psychotically violent surrogate Batman named
Jean Paul Valley (a.k.a. Azrael). Once healed, the
true Batman overcame Valley and resumed "the
mantle of the Bat." Even the leveling of Gotham
City by an earthquake in DCs serialized storyline
"No Man's Land" (1999) could not stop the hero.
Bolstered by a convoy of comic-book titles and
specials, a perennial line of action figures (more
than one hundred variations of Batman figures
have been produced since the 1990s), an endur-
ing television presence (the 1966 Batman series
aired weekly on TV Land in 2004, and Batman:
The Animated Series continued for years, inspiring
the futuristic Batman Beyond and the superteam
Justice League cartoon shows), and live-action
movies (Val Kilmer and George Clooney played Bat-
man in two additional film sequels, and Warner
Bros, is aggressively developing a reintroduction
of the Batman film franchise), the Dark Knight
shows no signs of age.
Since his 1939 debut, Batman has repeatedly
proved that while he may suffer setbacks, he is
undefeatable. He represents our fears, and inspires
us to conquer them. And he will inevitably continue
to do so for decades to come. — ME
fktbnan in
the Media
Although he began his comic-book career as a crea-
ture of the night, Batman has been portrayed on
television and film as both a dark avenger and a
campy crime-fighting clown. Artist Bob Kane was
influenced by Douglas Fairbanks' look in The Mark
ofZorro (1920) and the villainous cloaked character
in The Bat (1926) when he designed Batman, and
as he and writer Bill Finger further developed the
character following his May 1939 debut, cinematic
influences continued. Although sidekick Robin was
introduced in 1940 without specific media inspira-
tions, the look of arch-villain the Joker was trans-
ferred almost verbatim from the eerie smiling
appearance of Conrad Veidt in The Man Who
Laughs (1927).
FIM-SeZTAL BEGINNINGS
In 1943, just four years after his comic debut,
Batman was brought to the masses in a film serial.
Columbia had the rights to both Superman and Bat-
man, but they chose to film the non-superpowered
hero first. Film serials were short films that played
in movie theaters every week, each ending in a cliff-
hanger so that audiences would return the following
week to see the next chapter.
The fifteen-chapter Batman serial debuted on
July 16, 1943, starring Lewis Wilson as Batman
and Douglas Croft as Robin. The damsel-in-distress
of the piece was Linda Page, played by Shirley Pat-
terson, while Caucasian actor J. Carroll Naish
pushed racial boundaries (and, a later generation of
viewers would agree, crossed the line into stereo-
type) as the villainous Japanese spy Dr. Daka. While
trying to steal radium to fuel his atomic disintegra-
tor, Daka uses a mind-control device on the resi-
dents of Gotham City, turning them into "zombies."
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Since the serial was shot in black-and-white,
the colors of Batman and Robin's costumes were
irrelevant, but they looked very similar to the comic
designs, even if Batman's ears more closely resem-
bled horns. The serial was dull at times — largely
due to both Wilson's and Croft's performances and
a meandering script — but it did firmly establish the
Batcave (which was utilized more in publisher DCs
comics thereafter).
In 1945, Batman and Robin both made regular
guest-appearances on the Superman radio show,
often played by Matt Crowley and Ronald Liss,
respectively. A few aborted attempts at a solo Bat-
man radio series were made, but the Dark Knight's
next appearance was back in the serials. Following
the success of their first Superman serial in 1948,
Columbia chose to go back to the Batcave, with
Superman's director, Spencer Bennet, at the helm.
Batman and Robin, a fifteen-chapter serial
(also known as The Return of Batman) premiered in
theaters on May 26, 1949. This time, Robert Low-
ery played Batman and John Duncan played Robin.
In this outing, they faced the Wizard (Leonard
Penn), who uses a top-secret remote control device
to take command of planes, trains, and automo-
biles, then uses a stolen "neutralizer" and a zone
of invisibility, all to commit dastardly crimes such as
stealing diamonds. The serial includes Vicki Vale
(Jane Adams), who had recently been introduced in
the comics, but it is a lackluster production in
almost every sense. The cliff-hangers are poorly
written, the acting is mediocre, the costumes are
bad, the music is weak, and even the director
seems to have lost interest in his own product.
Batman retreated to the pages of comics for
another fifteen years, at which time the first serial
was re-edited and re-released under the title An
Evening with Batman and Robin (1965). The press
materials for the re-release called it "The Greatest
Serial Ever Filmed," and quoted a review that noted
that it was "two high-camp folk heroes in a
marathon of fist-fights, zombies, & ravenous alliga-
tors!" It was that camp element that would become
the public's prime association with Batman for the
next several years.
FOZAYS INTO TELEVISION
Television network ABC acquired the rights for
a live-action Batman series shortly after the serial
was re-released (one legend has it that an execu-
tive was inspired by a print of the film he saw at
Hugh Hefner's Chicago Playboy mansion), and work
on a pilot began in fall 1965. Producer William Dozi-
er and his crew decided on a style for the series
that would mimic the elements of the comic in a
way that stayed true to them and made fun of them
at the same time. Cameras were tilted for an askew
perspective, colors were brightened, deadpan narra-
tion was employed, and most famously, animated
sound effects of "Biff! Bam! Pow!" were superim-
posed on the screen during fight scenes.
Although Lyle Waggoner originally read for the
dual role of Bruce Wayne/Batman, the part went to
fellow small-screen bit-parter Adam West, who
proved perfect at staying in completely serious char-
acter no matter what wackiness ensued around
him. Newcomer Burt Ward was youthful partner Dick
Grayson/Robin, whose expressions were generally
preceded by the adjective "Holy," as in "Holy Price-
less Collection of Etruscan Snoods!" Genteel Alan
Napier was butler Alfred, while befuddled Commis-
sioner Gordon and Chief O'Hara were played by Neil
Hamilton and Stafford Repp, respectively.
Debuting mid-season on January 12, 1966,
Batman was an almost immediate success. Each
half-hour show was a two-parter, with the first part
ending in a cliff-hanger and the conclusion airing
the following night. It was a bold experiment, and it
paid off handsomely in ratings and merchandising;
Opposite: Michael Keaton portrays the Dark Night in Batman Returns.
6%
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even the theme song by Neal Hefti hit the music
charts. Additionally, big-name actors wanted to be a
part of the series, enabling the producers to cast
villains and bit parts more easily. Villains included
the Riddler (Frank Gorshin [who would get an Emmy
nomination for the role], and John Astin), the Joker
(Cesar Romero), the Penguin (Burgess Meredith),
Catwoman (Julie Newmar, Lee Meriwether, Eartha
Kitt), Mr. Freeze (George Sanders, Otto Preminger),
Bookworm (Roddy McDowall), Ma Parker (Shelley
Winters), Egghead (Vincent Price), Chandell (Liber-
ace), Siren (Joan Collins), and many more.
Batman was popular enough that, between
the first and second seasons, a feature film was
shot utilizing much of the series' cast as Batman
and Robin faced their four toughest villains: the
Penguin, the Joker, the Riddler (Gorshin), and Cat-
woman (Meriwether). Batman was released by
Twentieth Century Fox on August 3, 1966, further
fueling the Bat-craze sweeping the country. A Bat-
copter and Batboat were created for the film, and
were later utilized in addition to the Batmobile on
the series. Other Bat-vehicles and Bat-gadgets
include the Batcycle; the Batmobile's micro-TV Bat-
scanner; the Bat-charger launcher; and various
Batcave accessories, including the navigational
aid computer and the "complete anti-criminal eye-
pattern master file." Although a scene with Shark-
Repellent Batspray is funny, perhaps the most
memorable scene in the film involves Batman try-
ing to get rid of an explosive device on a crowded
pier. "Some days you just can't get rid of a bomb,"
he intones, deadpan.
Fearing then-significant concerns that Batman
and Robin would be perceived as homosexual, two
female characters were added to the TV series.
Aunt Harriet Cooper (Madge Blake) was introduced
into the household of stately Wayne Manor, and —
following an eight-minute presentation pilot which
was filmed to test the character — femme sidekick
Batgirl (a luminous Yvonne Craig) followed in the
series' third season in fall 1967. Batgirl, who
debuted in comic-book form only a few months
before, had actually been created as an advance
tie-in to what the TV producers had in mind.
But by the third season, even Batgirl could not
help save the Batman series, which had been experi-
encing a significant drop in viewership during year
two. ABC cut the series back to one night a week, and
on March 14, 1968, ended Batman with its 120th
episode. Although NBC expressed an interest in reviv-
ing the series, by the time they made clear overtures
to Twentieth Century Fox, ABC had already scrapped
the sets. Batman almost immediately entered the
syndication market, where it has been an ultra-popu-
lar television staple for more than thirty years.
ANIMATION
Six months after the live-action Batman series
ended, CBS debuted a Filmation animated series of
adventures in The Batman/Superman Hour. Each
episode featured one seven-minute story, as well as
a two-part fourteen-minute show. The tone of the
tales was slightly less campy than the live series,
though the villainous deathtraps were just as elabo-
rate. Antagonists included Joker, Penguin, Cat-
woman, Scarecrow, Riddler, Mr. Freeze, and others.
Olan Soule voiced Batman, with Casey Kasem
(before his radio stardom) voicing Robin, and Jane
Webb handling vocal chores for Batgirl. Ted Knight
lent his tones to almost all of the villains, as well as
Commissioner Gordon and the Narrator. From 1969
to 1970, the Bat-stories were split off into their own
series, titled The Adventures of Batman and Robin.
During this period, Filmation also animated five
brief Batman segments for Children's Television
Workshop's Sesame Street series, some of which
featured Joker and Penguin.
The animated Batman wasn't off the air for too
long after the Filmation series ended. In 1972,
Hanna-Barbera was producing The New Scooby-Doo
Movies for CBS. Each episode found the familiar
gang of mystery-solvers teaming up with celebrities,
both real — such as Sonny and Cher or the Three
Stooges — and fictional. Batman and Robin guest-
*
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Batman in the Media
starred in two episodes, helping the Scooby Gang
foil the dastardly plans of Joker and Penguin. Inter-
estingly enough, Casey Kasem provided the voices
for both Shaggy and Robin, while Olan Soule again
voiced Batman. The shows were a warm-up for
Hanna-Barbera, who thought that a crime-fighting
team of superheroes should work in animation as
well as it did in the comics.
On September 8, 1973, ABC-TV debuted Super
Friends, a new Hanna-Barbera series that teamed
Superman, Batman, Wonder Woman, Robin, and
Aquaman to fight crime. The group was accompa-
nied on their adventures by teenagers Wendy and
Marvin, and their pet, Wonder Dog (in the comics,
Wendy was retroactively written to be Bruce Wayne's
niece). Soule and Kasem stayed on to provide the
Dynamic Duo's voices. The series was a relative
success, and its sixteen episodes stayed in rotation
on ABC until fall 1977, when the format was
revamped and new characters were added to create
The All New Super Friends Hour.
It wasn't until 1978's revamp, Challenge of the
Super Friends, that any Batman villains showed up
in the Super Friends milieu. Joining in with the
Legion of Doom were Scarecrow and Riddler, cer-
tainly not the most powerful of Batman's rogues'
gallery. Riddler would pop up again in 1980's The
Super Friends Hour, but it wasn't until the 1985
incarnation of the series, The Super Powers Team:
Galactic Guardians (which saw Adam West take
over Batman's vocal duties from Olan Soule) that
other Bat-villains came into play. Penguin would
reappear, as would Joker (as a member of the Wild
Cards gang), but it was in an episode titled "The
Fear" that ground was broken. In the episode,
Scarecrow subjects Batman to a fear device and
puts him in Crime Alley, the place where his parents
were murdered. The show marked the first time in
Batman's near-fifty-year history that his origin had
been addressed in any medium other than print.
Even while he was appearing as a regular in
the various Super Friends series, the animated Bat-
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man was also showing up on another network. In
early 1977, Filmation produced The New Adven-
tures of Batman lor CBS. The sixteen episodes
found Batman, Robin, and Batgirl joined in their
crime-fighting adventures by a fifth-dimensional imp
known as Bat-Mite. Villains ranged from known
characters such as Joker, Catwoman, Penguin, Mr.
Freeze, and Clayface to newcomers like Sweet
Tooth, Professor Bubbles, Electro, and Chameleon
(the latter two unrelated to Marvel Comics villains
of the same names). Adam West and Burt Ward
were reunited for the lead character voices, though
Filmation didn't really tout the reunion in any adver-
tising or marketing campaigns.
In the fall of 1977, CBS teamed the Caped
Crusader with the King of the Jungle for The ESat-
man/Tarzan Adventure Hour, though no new
episodes were produced. The following year the
series became Tarzan and the Super 7, and that
title lasted until 1980 when it was changed to Bat-
man and the Super 7 (on NBC). Having rebroadcast
the Batman episodes to death, the network finally
retired the series in the fall of 1981. Bat-Mite would
eventually make his reappearance in the comics.
Batman and Robin made one further appear-
ance on television in the 1970s, when Hanna-Bar-
bera produced two hour-long live-action specials for
NBC. Legends of the Super-Heroes was the overall
title, but "The Challenge" aired January 18, 1979
and "The Roast" aired January 25, 1979. Not only
did Adam West and Burt Ward reprise their famous
roles, but so did Frank Gorshin as Riddler. Even the
Batmobile made an appearance. Most interestingly,
the specials also saw the first live-action appearance
of the Huntress, who in the comics was the daughter
of the Earth-Two Batman and Catwoman! The spe-
cials were tremendously campy, and never re-aired.
THB PARK KNIGHT
ONFIMANPTV
Film producers Jon Peters and Peter Guber had
been trying for years to get a Batman film on track in
*
Batman in the Media
Hollywood, and in the late 1980s they finally found
the key to their film with director Tim Burton, whose
dark sensibilities gelled with the grittier Batman
comics of the post-Dark Knight Returns era. With a
script by Sam Hamm and Warren Skaaren, produc-
tion designer Anton Furst began creating stunning
gothic sets for Gotham City at Pinewood Studios in
London. The Warner Bros, film was slated to be a
big-budget affair, and although few in the potential
audience quibbled with Kim Basinger's casting as
Vicki Vale, nor with Jack Nicholson as Joker, it was
the man behind the Batmask that gave fans pause.
Michael Keaton had been primarily known for his
comedic roles, and fans were apoplectic when his
casting as Batman was announced.
The $40 million Batman was released on June
23, 1989, with a huge media campaign behind it.
Accepting Keaton wholeheartedly, fans were also
agog at how seriously the film took the comic-book
mythos, even if it did tweak Batman's origin so that
Joker was involved. The film grossed over $250 mil-
lion worldwide, and merchandising ran into the
multi-million dollars. A sequel was immediately
greenlighted, and Burton decided to up the ante in
terms of strangeness and characters alike.
Batman Returns flew into theaters on June 12,
1992, but the story was darker than its predeces-
sor and merchandisers were not happy. Danny DeVi-
to played a creepy Penguin whose deformities
caused him to be abandoned by his parents, while
Michelle Pfeiffer played much-abused Selina Kyle,
who becomes the sexually liberated Catwoman over
the course of the film. Pfeiffer had gotten the role
when first choice Annette Bening dropped out due
to pregnancy; before the part had been recast, how-
ever, actress Sean Young forced her way onto the
Warner Bros, lot in a Catwoman costume, demand-
ing to see Tim Burton about the role. He hid behind
a desk rather than face Young, and she later went
on talk shows to discuss the matter.
One character who would have been in Batman
Returns was Robin, and the role was actually cast and
costumed — with a twist. Young actor Marlon Wayans
fjo
was set to play an African-American Robin, but the
character was completely excised from the script
before Wayans could film any scenes. Burton felt the
movie was overstuffed with characters as written, and
the cutting of Robin streamlined the film more.
Although it was the highest-grossing film of
1992, Batman Returns "only" made $163 million at
the box office, and merchandising revenue was
severely depressed. Warner now wanted a new vision
for the films, one that would be brighter and more
merchandising- and kid-friendly. Tim Burton exited
talks for a sequel, and with him went Michael
Keaton. Ironically, Burton's dark vision for the Caped
Crusader was already being played out in a format
that did appeal to younger and older audiences alike.
In 1990, several animators at Warner Bros,
produced a three-minute test pilot of Batman, done
in a style they called "Dark Deco." Eventually the
concept sold to Fox, and work began on the new
Batman: The Animated Series. When the show
started airing on September 5, 1992, Batman: TAS
wowed audiences and critics alike. The stories were
gloomy and dark, the villains were nasty, and Bat-
man was brooding. The look of the series was par-
ticularly gorgeous, utilizing Art Deco architecture
and character designs on darkened or black back-
grounds, with heavy airbrushed effects. The animat-
ed Gotham City now seemed as if it could only exist
at night, and its protector was right at home among
the jutting spires and stone gargoyles.
Producers Bruce Timm and Eric Radomski were
responsible for much of Batman: TAS's visual look,
while Alan Burnett came in to serve as story editor
and co-producer. Burnett had previously worked on
The Super Powers Team: Galactic Guardians, and he
hired writer Paul Dini to come aboard as well. The
stories the production crew created included many
classic and newer Batman comic villains, as well as
supporting cast members and storylines lifted
directly from the pages of the comics themselves.
Batman: TAS's voice cast was excellent, led by
Kevin Conroy in the lead role. Loren Lester played
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Batman in the Media
Dick Grayson/Robin, while Melissa Gilbert and Tara
Charendoff took on the role of Batgirl/Barbara Gor-
don. Once Grayson became Nightwing, the new
Robin/Tim Drake was played by Mathew Valencia.
The villain roster was once again filled with familiar
Hollywood names: Mark Hamill (Joker); Adrienne Bar-
beau (Catwoman); Ron Perlman (Clayface); Richard
Moll (Two-Face); Roddy McDowall (The Mad Hatter);
David Warner (Ra's Al Ghul); and Helen Slater (Talia),
among others. One episode even paid tribute to an
older hero in Gotham — the Grey Ghost — and the pro-
ducers cast Adam West in the vocal role.
Batman: The Animated Series quickly became
one of the most critically acclaimed animated series
in television history, winning numerous Emmy
Awards and a generation of faithful viewers. Seventy
episodes were produced in the original show. In Sep-
tember 1994, the series moved to Saturday morn-
ings and adopted a more kid-friendly tone, becoming
The Adventures of Batman & Robin. Fifteen more
new episodes were produced, mixed in with older
reruns. The last new show aired in the fall of 1995,
but repeats continued for a while thereafter.
In 1997, the series jumped from Fox to the
fledgling WB! network, becoming even more stylized
along the way. The show was paired with Superman
episodes as The New Batman/Superman Adven-
tures, and a final thirteen episodes were produced,
airing through early 1999.
While the animated series was showing, several
feature-length productions were created. Batman:
Mask of the Phantasm was the first Batman animat-
ed theatrical release, premiering on Christmas Day
of 1993. A direct-to-video story called Batman & Mr.
Freeze: SubZero was released on March 17, 1998,
while The Batman/Superman Movie was actually a
video compilation of three October 1997 Superman
TV episodes that guest-starred Batman.
Even as the animated Batman was pleasing
fans, critics, and merchandisers alike, the feature-
film franchise was gearing up for a pair of sequels.
Joel Schumacher directed Batman Forever (1995)
and Batman & Robin (1997), with a heavy-handed
campy tone that laid on a thick homoerotic element
to the series. Replacing Keaton in Forever was Val
Kilmer, and George Clooney stepped into the cape
and cowl for Batman & Robin. Marlon Wayans was-
n't called back for Robin's role, and instead, Chris
O'Donnell donned the rubber body-suit in both
films. Alicia Silverstone as Batgirl joined the Dynam-
ic Duo in Batman & Robin, but as in the TV series,
the character's inclusion came too late to help the
franchise's sagging box office.
Batman Forever utilized comedian Jim Carrey
as Riddler and Tommy Lee Jones as Two-Face, but
neither was served by the slapdash script, nor
Schumacher's penchant for letting them run com-
pletely over the top with their characterizations.
The campy tone and dialogue worsened for Bat-
man & Robin, wherein Uma Thurman played a
seductive Poison Ivy and Arnold Schwarzenegger
played a leaden Mr. Freeze. Both films were sav-
aged by the critics and fans, and after Batman &
Robin underperformed at the box office, Schu-
macher even publicly admitted to having hurt the
Batman film franchise.
No matter how the films fared at the box office,
Warner was not about to let the successful part of
its Batman franchise fall completely. In January
1999, the WB debuted Batman Beyond, a futuristic
animated series in which a young boy named Terry
McGinnis discovers the secrets of Batman fifty
years into Gotham City's future. Now, using a high-
tech costume — and being coached by the crotchety
recluse Bruce Wayne — Terry fights crime as the Bat-
man of the future. By its end in 2001, fifty-two
episodes of Batman Beyond were produced.
In December 2000, a direct-to-video animated
feature called Batman Beyond: Return of the Joker
was released. Warner had planned an earlier street
date, but after political pressure about violence
aimed at young audiences, the studio decided to re-
edit the film. In 2002, an uncut version of the film
was released on DVD, rated PG-13 for violence.
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6r
Batman Villains
In December 2001, Batman began to appear in
Justice League, a half-hour animated series on the
Cartoon Network. There, he occasionally battles
familiar Bat-villains like Joker and Clayface,
although more often he joins his super-colleagues
to battle other menaces. As with all of the other
Warner-produced cartoons since 1990, Kevin Con-
roy provides the voice of Batman, while Mark Hamill
is the Joker. Batman guest-starred with the Justice
League on two episodes of WB's Static Shock car-
toon in 2003, and that year also saw Robin appear
on Cartoon Network's Teen Titans series and the
release of the direct-to-video feature Batman: Mys-
tery of the Batwoman.
In March 2003, CBS aired Return to the Bat-
cave: The Misadventures of Adam and Burt, a tele-
film comedy reuniting Adam West, Burt Ward, Frank
Gorshin, Julie Newmar, and a handful of other Bat-
man TV veterans in a story that told of their "real-
life" misadventures filming the 1960s series. Warn-
er Bros, executives are still planning on Batman
returning to the live-action scene. Versions of a TV
series featuring a teenage Bruce Wayne have been
discussed, as has his appearance on the hit series
Smallville. Multiple movie scripts have been written
for a new Batman film, with scenarios including the
popular 1980s comics storyline Batman: Year One,
a modern Batman, and the futuristic Batman
Beyond all being considered.
In September 2003, Christian Bale (American
Psycho) was announced as the next actor to play a
big-screen Batman, for director Christopher Nolan
(Memento) and scripter David Goyer (Blade), with
filming of the "early days of Batman" story to begin
in the spring of 2004. A return to animation was
also in the works, with The Batman announced in
February 2004 for Kids WB! and Cartoon Network.
Set to debut in the fall of that year, the show focus-
es on the earliest days of Batman's career and his
first clashes against his formidable rogues' gallery.
The roofs of Gotham City may be silent for the time
being, but the dark night shadows hold the promise
of more Bat-adventures in the future. — AM
(tetonan ffllaim
Since his debut in Detective Comics #29 (1939),
Batman has battled the most infamous and imagina-
tive rogues' gallery in comics. It didn't begin that way,
however. In the Dark Knight's initial outings, cre-
ator/artist Bob Kane and writer Bill Finger accentuat-
ed the cowled hero, not his adversaries, pitting him
against generic gangsters, cliched evil masterminds,
and vampires. Near the end of Batman's inaugural
year of publication, in Detective Comics #36 (1940),
the hero encountered his first scoundrel of note: Pro-
fessor Hugo Strange. In his early appearances,
Strange smothered Gotham City with fog, mutated
mental patients into monsters, and even lashed Bat-
man with a bullwhip, his sinister antics raising the
badness bar for all Bat-villains to come.
Batman #1 (Spring 1940) introduced "The
Cat," soon to be re-dubbed Catwoman, the slinky
"princess of plunder" who would soon become one
of Batman's greatest foes, and the Joker. With his
pallid pigmentation, green hair, and baleful smile,
the Joker's frightfulness extended beyond his ghast-
ly looks: This homicidal harlequin exterminated foes
and associates alike with a poison that froze his
victims' faces in hideous grins. Also debuting in
1940, horror-movie star Basil Karlo (a thinly dis-
guised homage to Boris Karloff) embarked upon a
career of serial killings in the guise that made him
famous on film: Clayface. As the readers' world
became gripped by a war that produced real-life
genocidal menaces, Batman's creators were chal-
lenged to envision larger-than-life villains: Jonathan
Crane was so scarred by childhood taunts over his
gangly appearance that he adopted the guise of a
cornfield Scarecrow and made Batman quake in his
boots with his terror-inducing gas. The impeccably
dressed racketeer the Penguin waddled into
Gotham abetted by a flock of feathered fiends and
an armada of deadly umbrellas. Half of district
attorney Harvey Dent's visage was so gruesomely
deformed by a gangster's acid attack that he
&
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Batman Villains
became Jekyll and Hyde in one man, and as the
schizoid Two-Face unleashed a crime career in
which each action was predicated on the flip of a
coin. The Riddler compulsively taunted Batman and
his junior partner Robin the Boy Wonder with conun-
drums that contained clues to his forthcoming
crimes. Jervis Tetch fancied himself the Mad Hatter
from Alice in Wonderland and nearly toppled the
Dynamic Duo with hypnotic devices concealed with-
in his chapeau. Other villains bowing in the 1940s,
like the rotund Tweedledee and Tweedledum and
seafaring Tiger Shark, didn't fare as well and soon
vanished from view.
In the 1950s, U.S. Senate hearings over
comics' graphic story content, and the ensuing
comics industry-created "Comics Code" that man-
dated what comics publishers could and couldn't
publish, forced Batman to stray from his dark roots
into silliness, and his villains followed suit. The gris-
ly Joker was sanitized into the "Clown Prince of
Crime," the Penguin was similarly softened for
comic relief, and Catwoman temporarily sheathed
her claws and slinked into inactivity, as did Two-
Face. Villains premiering during that decade were
uninspired and gimmick-ridden, like Killer Moth, Fire-
fly, the Terrible Trio (the Fox, the Shark, and the Vul-
ture, thugs wearing Mardi Gras-like animal heads),
and Calendar Man. Only the icy Mr. Freeze, called
"Mr. Zero" in his 1959 debut, proved chilling
enough to develop staying power with readers.
By the early 1960s, the Batman franchise was
in sad shape, and the Dynamic Duo's rogues'
gallery appeared infrequently, with alien invaders,
lampoons of movie monsters, and, once again,
mundane mobsters becoming the norm. Yet one
memorable new villain managed to ooze out of this
mire: ne'er-do-well Matt Hagen became the new
Clayface, a formidable shape-shifter, after wading in
a shimmering pool of an unexplained liquid. In
1964, sagging sales led DC Comics to give Batman
a much-needed facelift in a movement called the
"New Look," orchestrated by editor Julius Schwartz.
Artist Carmine Infantino provided a sleeker, more
Showcase 94 #1 © 1994 DC Comics.
COVER ART BY KEVIN NOWLAN.
stylized interpretation of Batman and Robin, and
the stories incorporated more crime-detection and
scientific elements. Joker, Penguin, Riddler, Cat-
woman, and Scarecrow returned to active duty,
joined by a heinous host of new foes: the brutish
Blockbuster, whose rage could only be quelled by
the face of Bruce Wayne, Batman's alter ego; the
psychedelic Spellbinder; the captivating Poison Ivy,
whose intoxicating allure divided the Dynamic Duo;
and international crimelord Dr. Tzin-Tzin.
During the heyday of ABC's Batman television
show (1966-1968), being cast as a guest Bat-vil-
lain was a coveted Hollywood gig, and Tinseltown's
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69
Batman's Weapons and Gadgets
luminaries vied for roles. Mainstay menaces from
the comic books were present — the Joker (Cesar
Romero), the Riddler (Frank Gorshin and, temporari-
ly, John Astin), and the Penguin (Burgess Meredith),
among others — and new antagonists were created,
including Egghead (Vincent Price), King Tut (Victor
Buono), and the Siren (Joan Collins).
Batman experienced a comic-book renaissance
in the 1970s. Writers Frank Robbins and Denny
O'Neil returned the hero to his original "creature of
the night" status, and the villains became more star-
tling as well. Man-Bat, a biologist whose goal of emu-
lating Batman bore freakish results, first flapped his
wings in 1970. Ra's al Ghul, a global terrorist empow-
ered with immortality from regular dips in the "Lazu-
rus Pit," deduced the hero's Wayne identity and
chose the "Detective" (as he called Batman) as his
successor. Batman refused, of course, despite the
temptation of al Ghul's fetching daughter Talia. And
the ominous old guard got nastier: The Joker
resumed murdering victims with a smile and Two-
Face, more demented than ever, returned from limbo.
By the 1980s, Batman's rogues were no longer
mere costumed thieves: They were now full-fledged
psychopaths, incarcerated at (and systematically
escaping from) Arkham Asylum, an institution for the
criminally insane. Newer villains were introduced —
including the shocking Electrocutioner, devilish siblings
Night-Slayer and Nocturna, a female Clayface (who
later joined her predecessors as the Mudpack), and
the vigilante Anarky — but they lacked the longevity of
two new threats: the reptilian-skinned Killer Croc and
the mousy mobster Ventriloquist (who voiced crime
commands through his dummy Scarface). Still, no Bat-
villain better epitomized the grim-and-gritty 1980s than
the good old Joker, who ended the decade by shooting
and paralyzing Barbara (Batgirl) Gordon, murdering the
second Robin, and usurping the screen from the title
star (in a tour de force by actor Jack Nicholson) in Tim
Burton's hit film Batman (1989).
By the 1990s, the traditional superhero — in
comics and in other media — was no more. In his
^0
place stood the anti-hero, the dark avenger whose
methods for apprehending adversaries were often
as violent as his foes'. Batman had jumpstarted
this movement twenty years prior and continued the
trend through that decade and into the 2000s, dif-
ferentiated from other anti-heroes by his pledge to
preserve human life. His contemporary enemies
share no such vow — newer foes often leave a trail
of bodies in their wake. Witness Bane (whose
"VenorrT'-enhanced strength enabled him to break
Batman's back); Nicholas Scratch, Orca, and assas-
sins Brutale and Cain; retreads like Charaxes (a
mutated Killer Moth); the new Spellbinder; and yet
another Clayface. The breakthrough Bat-baddie of
the 1990s was the Joker's girlfriend Harley Quinn,
originally created for television's Batman: The Ani-
mated Series (1992). Quinn proved so popular she
was added to DC Comics continuity, even receiving
her own monthly series in 2000.
That long-running Batman cartoon series includ-
ed a legion of Bat-villains, the most popular of which
was the Joker, voiced by Mark Hamill. On the big
screen, the continuation of the Batman franchise
lured box-office giants to the roles of Bat-rogues:
Danny DeVito as the Penguin and Michelle Pfeiffer
as Catwoman in Batman Returns (1992); Tommy
Lee Jones as Two-Face and Jim Carrey as the Riddler
in Batman Forever (1995); and Arnold Schwarzeneg-
ger as Mr. Freeze and Uma Thurman as Poison Ivy in
Batman & Robin (1997). The Dark Knight's foes, par-
ticularly the Joker, have been heavily merchandized
since the mid-1960s in everything from action fig-
ures to children's underwear. — ME
fctbmn's Weapons
and Gadgets
Perhaps no other costumed crime fighter claims
all the weapons, tools, and gadgets that DC
Comics' Batman possesses. And for good rea-
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Batman's Weapons and Gadgets
son: Unlike most superheroes, Batman does not
have any innate superhuman abilities. Instead, he
fights with a martial arts expertise that might
make Jet Li flinch, the high-tech gadgetry of
James Bond, a host of otherworldly weapons, cus-
tom-designed vehicles, and razor-sharp detective
skills, his ability to deductively reason tanta-
mount to master sleuth Hercule Poirot. The Dark
Knight's equipment is often black or midnight
blue, bearing a bat insignia.
His utility belt — a fundamental part of the
Caped Crusader's costume and the backbone of
his crime-fighting arsenal — contains the stuff of
boys' wildest imaginings. Containers hold every
conceivable apparatus, from fingerprint equipment
to a palm-top communicator, complete with
encrypted cell phone and e-mail capabilities. Bat-
man's notorious Bat-rope is drawn out of the lining
of his utility belt, much like the line on a fishing
reel. Because this silken cord is as "strong as
steel," it can easily be used as a lasso, or for scal-
ing skyscrapers and swinging from rooftops. Histo-
rian Michael L. Fleisher noted that the utility belt
has been used on "easily a thousand occasions"
throughout Batman's long career, its various con-
tents — changed over the years and composed of
dozens if not hundreds of implements — used to
"rescue him from life-and-death situations and help
him apprehend criminals." First introduced as part
of Batman's costume in 1939 and last overhauled
during the "No Man's Land" story arc of 1999 in
order to accommodate more weapons and supplies
for an earthquake-ridden Gotham City, the utility
belt is counted among Batman's strongest crime-
fighting assets.
Tucked neatly within Batman's utility belt are
various Batarang compartments, first introduced
into Batman's staple of battle supplies in Septem-
ber 1939. While the Batarang can be pulled from
his belt instantly and thrown and retrieved with
Green Beret-like accuracy, Batman also devel-
oped, in 1946, a Batarang gun, for firing the
Batarang over especially long distances. The
Batarang has had many variations, including the
magnetic Batarang, the seeing-eye Batarang
(which contains a miniature camera), the flash-
bulb Batarang (for illuminating a subject or tem-
porarily blinding an evil-doer), and the bomb
Batarang (armed with explosives and always use-
ful in a pinch). Used consistently throughout the
history of Batman comics, Batarangs have also
gone Hollywood in the live-action Batman TV
series of the 1960s and live-action feature films
of the late 1980s and early 1990s.
Other Bat-gadgets created by Batman over the
years include the entangling Bat-bolo; the Batpoon,
a harpoon with Bat-rope attached; Bat-grenades;
and a Bat glass cutter. Bat-darts were also a
favorite accessory of the Dark Knight in the late
1950s and, like other items in Batman's arsenal,
come and go as needed. Green-tinted infrared gog-
gles allow Batman to see in the dark "just like a
real bat" (proclaimed Detective Comics #37) and
magnifying goggles allow him to see distant objects
close-up, though of late Batman relies more heavily
on his ultra-tech multifunction binoculars. Shark-
Repellent Batspray graced the big screen in the
1966 live-action movie Batman, always useful for
battling deadly sea creatures that have started
chewing on body parts. Likewise, the 1960s Bat-
man TV show introduced the Bat-shield — a folding,
shield-like device doubling as a motorcycle window
and protecting the Batman and sidekick Robin —
though comic-book fans will probably never see this
particular Bat-gizmo in print.
During the 1950s and 1960s, Batman devel-
oped a line of gliding and scaling accessories for
accessing Gotham, including glider Bat-wings that
functioned much like a hang-glider; and a pair of
"human jet-power units" that — when strapped to
Batman and Robin's backs — allowed the heroes to
soar through the air at breakneck speed. For scal-
ing skyscrapers, Batman frequently used — what
else? — specially crafted gloves and knee pads with
suction cups attached. To allow the heroes to walk
on water, the Dynamic Duo used "air-inflated" raft
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Battle of the Planets
shoes. When he is not sleuthing about with his vari-
ous jumplines, today's Batman prefers to travel via
his technologically advanced Batmobile, bulletproof
Batcycle, or Bat-humvee.
Gone are the Golden Age (1938-1954) spy-
like devices like the Flying Eye, a remote-controlled
bowling ball-shaped machine that could soar
through the air, hover at command, and then tele-
vise what it saw and heard back to a receiver
located in the Batcave. For checking out the scene
of a crime and performing other investigative work,
only the most advanced technology will suffice.
Batman's ultra-cool Universal Tool is a lightweight,
miniaturized self-contained tool kit. His Crime-
Scene Kit comes complete with a multispectral,
high-resolution camera, fingerprint kit, evidence-
collecting bags in various sizes, and forensics
software. A fingerlight, fitted with a rubberized
mouth-holder to allow for hands-free use, illumi-
nates the scene of any crime. Alter ego Bruce
Wayne's WayneTech research often provides the
electronics, computer chips, or other equipment
necessary to make the Guardian of Gotham's
sleuthing tools function.
Other members of the Bat-family have enjoyed
their own gadgetry, though most accessories pale in
comparison to the Dark Knight's. Robin's utility belt
always ran a close second to his mentor's. As
Nightwing, the costumed hero sports night-vision
lenses in his mask and prefers to keep his weapons
arsenal loaded in his glove gauntlets rather than a
utility belt. Barbara Gordon as Batgirl wore a
weapons belt, complete with a bat-insignia-decorated
Batpurse — perfect for lipstick and assorted sundries.
As Oracle, Gordon is Gotham's information broker,
with her super-computer workstation as her most
coveted accessory. In his heydey, canine crime-fight-
ing companion Ace the Bat-Hound, in character with
his black mask and bat insignia on his collar, sported
a tiny two-way radio in his collar that allowed Batman
and Robin to call for him once he traveled outside
voice range, as well as to overhear villains' conversa-
tions once Ace had tracked them down. — GM
xt>
tattle of
the Pf arrets
For more than thirty years the heroes of the classic
television series Battle of the Planets have
enthralled legions of children everywhere. The band
of teenagers that form the superhero group G-Force
were the creation of Tatsuo Yoshida, the founder of
Tatsunoko Animation and the originator of the clas-
sic 1960s anime character Speed Racer. Yoshida
envisioned a show that explored the relationship
between humans and science, and so named his
Japanese anime series Science Ninja Team
Gatchaman. From the moment the program pre-
miered on primetime Japanese television in 1972,
it was a smash hit. With its homeland success, it
was inevitable that Gatchaman would invade televi-
sion sets across the world. When it hit the United
States in 1978 as the rechristened Battle of the
Planets, the show was an instant success — becom-
ing one of the most popular anime series ever to air
on American television and leading the way for a
massive worldwide anime revolution.
The massive box office success of Star Wars
convinced Sandy Frank, an independent television
program packager, that Gatchaman might be just
the thing to whet the appetite of children craving
more intergalactic adventures. Sparing no expense,
Frank hired formidable animation veterans Jameson
Brewer and Alan Dinehart to reformat the original
Gatchaman shows for Western audiences by toning
down the violent and sexual content, which Japan-
ese audiences were accustomed to. One of most
controversial characters was the villain Zoltar, who
was originally portrayed as a hermaphrodite, an
aspect of his persona that would never fly with
American censors. Also, since the original Japanese
production was earthbound, creators conceived of
new animation that depicted space flight and plan-
ets. Finally, the show was given its Star Wars-esque
name, and an empire was born.
TH£ SUPBBHeiZO BOOK
Battle of the Planets
Battle of the Planets took
place in a not-so-distant future
where Earth and its colonized
worlds formed the Intergalactic
Federation of Planets to ensure
peace across the universe. When
the Federation's defenses were
down, an evil organization named
Spectra, led by the tyrant Zoltar
and his master the Luminous
One, came from its decaying uni-
verse to conquer the Federation.
The only thing that stood
between Spectraand the Federa-
tion was a company of five
teenagers named G-Force, who
were sworn to serve and protect
the Federation's survival with
their enhanced abilities, sheer
determination, and mighty
Phoenix aircraft.
G-Force established the five-
person team archetype that set
the mold for Japanese superhero
teams in shows like The Mighty
Morphin' Power Rangers and
Voltron. In Battle of the Planets,
each member was unique in per-
sonality and appearance, and
each had a distinctive "bird" cos-
tume along with his or her own
custom vehicle. The group con-
sisted of the stern leader Mark;
the hot-headed Jason; the beauti-
ful Princess; the comic relief
Keyop; and the easygoing Tiny.
The characters had extensive combat training, but
also had "cerebonic implants," giving them
increased strength and endurance (in the original
Gatchaman series, the team had no implants). All
the team members, with the exception of Tiny, were
orphans of one sort or another — Keyop (who had a
speech impediment that caused him to speak with
Battle of the Planets © 2002 Sandy Frank Entertainment.
an odd, chirping sound) was a test-tube baby, born
in a laboratory. The team was lead by Chief Ander-
son of the Intergalactic Federation. Monitoring the
team from their main headquarters, Center Nep-
tune, was the robot 7-Zark-7. A character similar to
Star Wars' R2-D2, Zark was created for the State-
side version of the series, to provide narration for
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Big Bang Heroes
the show and to create a bridge over the portions
that had been edited.
Even though the premise of the series was
slightly altered from the original, the sophisticated
characterizations and strong storylines stood out for
audiences used to feeding on the light and breezy
Hanna Barbera-influenced animation that was abun-
dant in the 1970s. Battle of the Planets became an
international hit as well; the series found success in
countries including Great Britain, France, Spain,
Canada, and the Netherlands, accompanied by mer-
chandise such as board games, toys, specialty mag-
azines, and comic books.
By the mid-1980s, Battle of the Planets went off
the air. Various incarnations of the show have enjoyed
moderate success, including G-Force, Turner's re-edit-
ed version of the original Gatchaman shows, which
ran on TBS briefly beginning in July 1987; but it was
not until 1995 that the entire series was shown on
the Cartoon Network. In the 1990s, Saban Enter-
tainment produced another English-language ver-
sion called Eagle Riders; however, the company
used the second Gatchaman series, which aired in
Japan in 1978.
In the 1990s and 2000s, the characters have
enjoyed a resurgence in popularity thanks to a new
toy line and the best-selling Battle of the Planets
series from Top Cow Comics, with art direction by
Alex Ross, and Munier Sharrieff and Wilson Tortosa
handling the story and art, respectively. Beginning in
October 2001, the classic episodes were released
on DVD from Rhino Home Video. The DVD collection
also includes the original, unedited episodes of
Gatchaman that were used in the creation of Battle
of the Planets. The soundtrack for the series was
released on CD in early 2001. — MM
dig Bang Heroes
Return to the days of 1940s yesteryear when super-
strong Ultiman starred in Ultiman Comics and HiOc-
f*
tane Comics, dark detective Knight Watchman head-
lined Deductive Comics, patriotic supersoldierthe
Badge fought Nazis, and the Knights of Justice
teamed up to undo dastardly plots. Don't remember
those heroes? How about the updated 1960s super-
group Round Table of America or the teen sidekick
group the Whiz Kids? What about the time when
Amazonian goddess Venus had her powers removed?
If those situations and characters sound famil-
iar, but not quite right, that's because they are a
part of the fictional history of the Big Bang Comics
line. The creation of Gary S. Carlson and Chris
Ecker, Big Bang is the ultimate homage to the comic
world's Golden Age (1938-1954) and Silver Age
(1956-1969). Debuting in 1995, at a time when
heroes were grim and gritty, being reinvented as
gun-toting or claw-bearing murderers — and when
few Golden Age reprints were being offered from
any publisher — Big Bang Comics gave readers sto-
ries that looked, felt, and read like the comics of
decades past. Occasionally, issues of the series
would take a more "modern" look at the characters,
but the majority of the stories were set in the era
between 1939 and 1969.
In addition to those previously mentioned,
other Big Bang characters included super-speedster
the Blitz, Thunder Girl (who shouted a magic word to
transform and gain powers of flight and strength),
mystical spirit of vengeance Dr. Weird, the Beacon
(whose jewel-in-a-miner's-helmet gave him light-
based powers), star-powered Dr. Stellar, pill-powered
Vita-Man, slinkily dressed femme fatale Shadow
Lady, flaming hero the Blue Blaze, aquatic hero the
Human Sub, shrinking hero the Hummingbird, and
uncanny archer Robo-Hood, in addition to the afore-
mentioned Whiz Kids (Knight Watchman's acrobatic
sidekick Kid Gallahad, Blitz's quick-footed junior
partner Cyclone, and Atomic Sub's water-breathing
granddaughter Moray).
Big Bang villains were as familiar as the
heroes they faced. Ultiman fought extradimension
imp Mr. Mix-it-Up and evil genius Dexter Cortex,
while Knight Watchman faced the clownish prince of
TH£ SUPBBHeiZO BOOK
Bird Heroes
SEPT. 1996
Big Bang Comics #4 © 1996 Gary Carlson and
Chris Ecker.
COVER ART BY TERRY BEATTY.
crime Pink Flamingo and shape-changer Mr. Mask.
The Badge traded blows with the zombie-like Dr.
Cadaver and the ghastly Axis spy the Yellow Peril,
but Thunder Girl's worst adversary was the brilliant-
but-wicked monkey known as Dr. Hy Q. Binana! Not
all of Big Bang's characters quite so closely resem-
bled any specific superhero or villain from the DC,
Marvel, or Fawcett Comics universes, but many
easy comparisons can be drawn.
Co-creator Gary Carlson said in a 1998 online
interview that part of the reason he set Big Bang
Comics so far in the past was "because the recent
comics past has been so bleak. Most of us remem-
ber when comics were fun to read." After a few char-
acters previously appeared in Carlson's self-pub-
lished Megaton (1983-1986), Big Bang Comics
#0-#4 were published by Caliber Press in
1995-1996, as well as miniseries for Knight Watch-
men and Dr Weird. In 1996, Carlson brought the
series to Image Comics and restarted the series
with issue #1. There, the crew was able to utilize
Erik Larsen's Shazam-esque pastiche Mighty Man in
stories that aped C. C. Beck's Captain Marvel
adventures, while Jim Valentino's Shadowhawk
made a Silver Age appearance. Even Alan Moore's
own Silver Age pastiche characters from Image's
1963 appeared. Two highlight issues from the Big
Bang Comics series (#24 and #27, 1999) were
done in the style of Jim Steranko's History of
Comics publications, and included — amidst dozens
of fake covers — a comprehensive and believable
historical look at the Big Bang characters.
A low-budget direct-to-video Knights of Justice
film was released in summer 2000, featuring Ulti-
man (Mike Constantin), Thunder Girl (Sandra Kuhn),
Knight Watchmen (Allen Woodman), and newcomer
Masker (Lorin Taylor) against the evil scientist Cor-
tex (writer/director Philip R. Cable). Further film or
television versions of the characters have been
under discussion. Knight Watchman creator Chris
Ecker has sponsored wrestlers wearing his hero's
costume. And although the final regular issue of Big
Bang Comics (#35) was released in 2001, further
specials have appeared: World Class Comics, Ulti-
man Giant, Whiz Kids, and Big Bang Comics Sum-
mer Special. Even if the stories and characters are
trapped in the past, it appears that there will contin-
ue to be Big Bang Comics in the future. — AM
Bird Heroes
Flight represents the ultimate freedom. Conse-
quently, humankind has for centuries regarded the
bird as a muse for its mythology, its science, and its
fantasy. As a result, a flock of bird-based super-
TH£ SUPBBHeiZO BOOK
Bird Heroes
heroes have soared through comic books, televi-
sion, and movies.
Hawkman is the most famous of the bird
heroes, originating in DC Comics' Flash Comics #1
(1940). His golden, winged helmet and broad feath-
ered wingspan have prompted a host of imitators,
but Hawkman himself was not the first feathered
fighter in the comics — the Hawkmen of the Flash
Gordon comic strip preceded him. Yet Hawkman
endures, although his nest has been re-feathered
by numerous reworkings. His companion Hawkgirl
has flown alongside him since the 1940s, and in
2001 became a television star as part of the Car-
toon Network's animated Justice League series.
Among the Hawkman clones are two young
hatchlings directly connected to the Winged Won-
der's lore (by way of groups he's belonged to). Gold-
en Eagle, a long-haired teen named Charley Parker,
took wing in Justice League of America #116
(1975) as a surrogate Hawkman in a battle with the
hero's foe the Matter Master, then joined Titans
West, an offshoot of the Teen Titans. Northwind,
who premiered in All-Star Squadron #25 (1983),
hails from a secret society of human/bird hybrids
living in the appropriately named Feithera, a remote
area of Greenland. The son of a Feitherian princess
and a human anthropologist, Northwind's mixed her-
itage and peculiar appearance — ebon, feathery
skin, golden plumage "hair," and natural wings —
makes him forever a recluse outside of his home-
land, although he finds kinship among the members
of the supergroup Infinity, Inc. Northwind can con-
verse with birds and commands migratory powers.
Air Man began his short flight as a superhero
in Centaur Comics' Keen Detective Funnies #23
(1949). Drake Stevens adopts synthetic wings and
a jet-pack to avenge the killing of his father — an
ornithologist — and uses guns and even explosives
in his aerial war on crime. His massive wingspan
was an obvious takeoff on Hawkman, but Air Man's
dazzlingly hued feathers of yellow, white, and red
differentiate his appearance from his predecessor's
more earthen image. The Owl, one of the few super-
lb
heroes to wear a lavender costume, was first seen
in Dell Comics' Crackajack Funnies #25 (1940).
More Batman than Hawkman, the Owl is actually
police investigator Nick Terry, but prowls the streets
at night in his flying Owlmobile and glides through
the air with his parachute cape. The Owl employs
perhaps the most bizarre weapon of any superhero:
His Owl-gun's "ga-ga ray" induces owl-like behav-
ior — what a hoot! The Owl was sometimes joined in
his crime-fighting endeavors by Terry's fiancee,
Laura Holt, masquerading as Owl Girl. The Owl's
adventures lasted under two years, and a two-issue
Gold Key Comics revival in 1967-1968 failed to
earn him a permanent perch.
The television superhero Birdman, a product of
the Hanna-Barbera animation studios, was first
seen on NBC's Birdman and the Galaxy Trio (1967).
Brightly garbed in a yellow bodysuit with a blue cowl
and blue wings, this airborne adventurer can fly, is
super strong, and emits hand-generated solar
beams, gifts afforded him by the Egyptian god of
the sun, Ra. Operating from the volcano-based Bird
Lair, Birdman and his eagle Avenger — with, occa-
sionally, his kid sidekick Birdboy — are dispatched by
the operative "Falcon 7" to thwart the threats of
supervillains like Vulturo, Nitron, and Cumulus,
members of the lawless league F.E.A.R. After two
seasons, Birdman fluttered into occasional reruns
until being resurrected in 2001 as Harvey Birdman,
Attorney at Law as part of the Cartoon Network's
Adult Swim programming.
Another cinematic crusader, Condorman, made
a multimedia premiere in late 1980 in a newspaper
comic strip (that lasted roughly four months), a
three-issue Gold Key comic-book series, and a live-
action theatrical movie starring Michael Crawford,
who would later become famous in Broadway's Phan-
tom of the Opera. Woody Wilkins is a comic-book
artist who festoons himself in the vibrant, feathered
attire of his creation, Condorman, to fully understand
his character, and is recruited by a CIA agent friend
to use his flying costume to protect Russian defec-
tors from errant KGB agents. Condorman, the movie
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Bird Heroes
(1981), attempted mass-demographic appeal by
mixing a variety of genres, hence its tagline, "An
action adventure romantic comedy spy story."
Black Condor is an appellation shared by two
airborne comic-book superheroes. The original
Black Condor, who bowed in Quality Comics' Crack
Comics #1 (1940), was raised by a black condor
and learned to fly by example. Sporting a midnight-
blue ensemble of briefs, boots, and glider wings,
the superhero Black Condor was ultimately pur-
chased by DC Comics and absorbed into its uni-
verse, beginning in the 1970s with appearances in
Justice League of America and Freedom Fighters.
DC updated the hero in 1992, making the new
Black Condor a young man given the natural power
of flight through the machinations of a centuries-old
sect, the Society of the Golden Wing.
Other flying bird heroes include Timely (later Mar-
vel) Comics' Red Raven, a Golden Age (1938-1954)
character wearing, as his name suggests, a crimson
costume with red wings (albeit those of a bat rather
than his namesake); Marvel Comics' Falcon, a red-
and-white clad African-American hero whose glider
wings propel him through the air; Marvel's Nighthawk,
a blue-clad crusader with jet-propelled wings; Blue
Eagle, a member of Marvel's Squadron Supreme, who
dons anti-gravity wings to soar the heavens (in his
adventures he temporarily changes his name to Cap'n
Hawk and Condor); a DC heroine called Dawnstar, an
"Amerind" (American Indian) member of the futuristic
team the Legion of Super-Heroes, born with white
wings and a foolproof tracking ability; Craig Lawson,
a.k.a. Raven of Tower Comics' T.H.U.N.D.E.R. Agents,
whose costumes molted from issue to issue, ranging
from rocket-powered glider wings to bulletproof metal
wings; Snowbird of Marvel's Alpha Flight, who morphs
into Arctic creatures, including owls; and France's
superhero Peregrine ("falcon" in French), who flew
through Marvel's multicultural miniseries Contest of
Champions (1982).
Not all birds are airborne, nor are all bird-
named superheroes. The most famous is Robin, the
partner of Batman. This Boy Wonder sports a bright
red breast (his tunic), but generally takes to the air
by swinging on his Bat-rope. Robin was parodied as
Sparrow in the oft-reprinted "Bats-Man" story in
MAD #105 (1966). The original version of DCs the
Hawk and the Dove were teenage brothers — polar
political opposites — bequeathed bird costumes and
enhanced strength and nimbleness by a mysterious
voice in Showcase #75 (1968). The Blackhawks
can fly, but only in their planes. This international
team of fighter pilots premiered in Military Comics
#1 (1941). Prize Publications' Black Owl started his
career in 1940 in a tuxedo and owl mask before
adopting blue tights and a yellow bird headdress,
more standard-issue superhero garb. His outfit and
name aside, he bore no other bird characteristics,
but managed to stay in print through 1948.
Black Canary, one of DCs street operatives called
the Birds of Prey, is flightless, but at one time com-
manded a dizzying sonic scream called her "canary
cry." Her Marvel counterpart, martial artist Bobbi
Morse — better known as Mockingbird — was an agent
of the espionage organization S.H.I.E.L.D. before
becoming a member of the Avengers. Mockingbird is
renowned for her iron "battle staves" — twin batons
that, when connected, serve as a vaulting pole — and
for her mockery: She frequently disconcerts her foes
with derisions. Marvel's Songbird plagiarized Black
Canary's cry: When she premiered in Marvel Two-In-
One #56 (1979) she was the pro-wrestler-turned-
supervillain Screaming Mimi, using her hypersonic
screech to disorient opponents. She resurfaced in
1997 as Songbird, one of the team of super-fugitives
called the Thunderbolts, and ultimately reformed.
Other bird-named heroes have been fly-by-
nights: The Eagle, decked out in red, white, and
blue with a gold eagle chest insignia, was more
superpatriot than bird hero, and flitted through sev-
eral Fox Features Syndicate titles in 1940 and
1941; comics' original Raven, premiering in Ace
Periodicals' Sure-Fire Lightning #1 (1940), was
essentially a copy of the Green Hornet but with a
bird motif; and TV's Blue Falcon, a priggish animat-
ed superhero, played the straight man to his wacky
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Birds of Prey
partner, the clumsy robotic dog Dynomutt. No char-
acter better exemplifies the bird hero than Howard
the Duck, writer Steve Gerber's anthropomorphic
drake "trapped in a world he never made" — the
Marvel universe! Howard popped into the pages of
Marvel's Man-Thing series in 1973 and stuck
around for several years, trying to find his place this
reality of "hairless apes" (humans), fighting mon-
sters and supervillains (and even teaming up with
Spider-Man) along the way. Filmmaker George Lucas
brought the character to life in the 1986 theatrical
flop Howard the Duck. — ME
Birds of Prey
Even with a dozen or so costumed vigilantes prowl-
ing over its rooftops, Gotham City is filled with
crime. Most of the heroes have had interaction with
Batman, and some have even been his proteges.
One such heroine was Barbara Gordon, whose
career as Batgirl put many criminals behind bars.
After the Joker shot her, a paraplegic Gordon
refused to sink into self-pity, or accept that her
crime-fighting career was over. Using money from
Wayne Enterprises and other sources, the now
wheelchair-bound Gordon established a base of
operations in the Clocktower high above Gotham.
There, utilizing an astonishing array of computers
and electronics, Gordon became Oracle, an informa-
tion broker who uses her databases and contacts
to fight crime — not only in Gotham, but worldwide.
As leader of a rotating-membership superhero
mini-group called Birds of Prey, Gordon first utilized
Power Girl as an operative, but that relationship was
disastrously short-lived. Oracle examined the other
female superheroines whom she knew and settled
upon Dinah Lance, the second-generation crime
fighter known as the Black Canary. The daughter of
the original Black Canary, Lance not only has con-
summate detective and martial arts skills, she also
has a metagenetic ability to use a sonic "Canary
Cry" to topple opponents and doorways alike.
*|fc
Oracle has used other operatives as part of her
"Birds of Prey," allying herself with the mysterious
crossbow-wielding Huntress, and even an occasional
male hero, such as the Blue Beetle. Although Black
Canary is also involved with the Justice Society of
America, she prefers to work as one of Oracle's
operatives. And for Barbara Gordon, the good she
does as Oracle — helping Batman, Nightwing, the
Justice League, or the Birds of Prey — balances out
the mobility she lost to Gotham's craziest criminal.
Gordon first appeared as Oracle in Suicide
Squad #29 (January 1989), her new persona the re-
creation of writer John Ostrander. The Birds of Prey
concept began as a series of one-shots and minis-
eries in 1996, and included appearances in Show-
case and Green Arrow. The concept proved popular
enough that a regular Birds of Prey series began in
January 1999.
Although a Birds of Prey television series was
introduced in 2002, all the characters had made
appearances in television and film prior to this. Bat-
girl was featured in the 1960s Batman television
series and the 1997 feature film Batman & Robin,
as well as a number of animated TV series and
films from the 1960s onward. Black Canary and
Huntress both made a pair of television appear-
ances in Hanna-Barbera's two Legends of the
Super-Heroes primetime specials on NBC (airing
February 3 and 10, 1977). The campy stories had a
collection of superheroes interacting with supervil-
lains in "The Challenge" and "The Roast." Black
Canary was played by the one-named Danuta (Rylko-
Soderman, later a television evangelist), while
Huntress was played by Barbara Joyce.
On October 9, 2002, the WB network debuted
a highly advertised new live-action series called
Birds of Prey, based loosely on the DC comic book.
The narration at the show's beginning established
the characters as a trio of heroines: Helena Kyle,
a.k.a. Huntress (Ashley Scott), was the half-metahu-
man daughter of Batman and Catwoman; the for-
mer Batgirl Barbara Gordon a.k.a. Oracle (Dina
Meyer) was the wheelchair-bound computer genius;
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Black Canary
and Dinah Redmond (Rachel Skarsten) was the run-
away metahuman daughter of the original Black
Canary. Headquartered in the Clocktower, the trio
protected New Gotham from villains of all sorts.
The series mixed a lot of concepts from the
comics, including the original version of Huntress
(the Batman's daughter concept that had been writ-
ten out of continuity) and guest appearances by the
Joker (only briefly), Harley Quinn, Lady Shiva, Clay-
face, and the original Black Canary. Barbara Gordon
even donned her Batgirl suit a few times. Despite
its high action quotient and Batman-esque promos,
Birds of Prey only lasted for thirteen episodes, and
the two-part finale aired on February 19, 2003.
The fate of the TV show has not affected the
Birds of Prey comic book. Oracle and Black
Canary — and occasionally Huntress — have with-
stood the biggest villain of all. If a slumping comic-
book market can't hurt the Birds of Prey, how can
any escapee from Arkham Asylum hope to? — AM
flack Canary
The Black Canary was the last major DC Comics
superhero created in the Golden Age of comics
(1938-1954) and, in one form or another, she has
proved to be one of the most enduring. She was
introduced in the pages of Flash Comics #86 in
August 1947 as a sort of villainous Robin Hood
with a femme fatale twist, guesting in the Johnny
Thunder strip. The Black Canary stole from crimi-
nals but kept the money herself, though Johnny —
once he had got over his lovesick attraction for
her — quickly persuaded her to go straight. She
soon gained a solid fan following and as a result
was able to repay Johnny's devotion by taking over
his slot in the comic. She also ousted him from the
Justice Society of America, and became the last
new member to join.
While little was initially revealed of her origins, a
1970s story described how, as a child, Dinah Drake
was relentlessly trained by her police lieutenant
father to be a policewoman, only to see him die of a
broken heart when she was turned down by the
force. Inspired by such heroes as Batman, Drake
resolved that she could best serve her father's
memory by becoming a costumed crime fighter; by
the time of this story, it seems that everyone
thought it best to ignore her brief fling with crime.
So, dressed in dark halter-top, shorts, jacket, boots,
nylon stockings, and a blonde wig (her only element
of disguise), Drake became the Black Canary. Armed
only with her detective skills and martial arts knowl-
edge, she proved to be quite a formidable character.
In her civilian identity Drake ran a flower shop, but
she seemed to spend just as much time fending off
the amorous advances of boyfriend Larry Lance, a
rather down-at-the-heels private eye. In a role rever-
sal, and in welcome relief from the usual damsel-in-
distress cliche, it was Lance who was frequently cap-
tured by villains and the Black Canary who had to
rush in to save the day.
Written by Robert Kanigher and drawn by
Carmine Infantino, the Black Canary strip ran for
twelve installments — until Flash Comics was can-
celed. She also starred in twenty Justice Society
tales up to 1951, when even that legendary strip
went under. But when the Justice Society was
brought back in the 1960s, as annual guests in The
Justice League, the Black Canary was there, too,
having apparently gone into semi-retirement and
married Lance in the interim. Poor Lance did not
last long after his wife's second stint in the team,
as an encounter with a sentient star called Aquar-
ius (in Justice League #74) resulted in his tragic
death. A heartbroken Canary promptly jumped ship
to the Justice League, to avoid the sad memories of
Lance that would be brought back by seeing her old
Justice Society teammates, and embarked on a
long career with the League. She became romanti-
cally linked with the somewhat dissolute Green
Arrow and, when he joined with Green Lantern in
their groundbreaking early 1970s series, she went
along as well.
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The Black Cat I
Green Arrow became an archetypical anti-
authority radical, and Black Canary, infused with the
era's concerns, assumed advocacy of women's lib
and operated with noticeably more self-assurance.
Throughout the decade, she appeared both with
and without Green Arrow in stories in Adventure
Comics, Action Comics, and World's Finest Comics,
as well as with the Justice League, and she really
became an integral part of DCs lineup. The 1980s
were a less encouraging time for her, however, as
she settled down into the role of Green Arrow's "old
lady" and a civilian life in (once more) a flower
shop. In an attempt to cash in on the vogue for grit-
tier heroes, the Green Arrow was toughened up in a
1987 miniseries, part of which involved the Black
Canary being savagely attacked, tortured, and
assaulted, going from powerful superheroine to vic-
tim in one ill-judged story. The violent assault also
appears to have robbed her of her one superpow-
er — a sort of sonic cry, which had been gifted her in
the early battle with Aquarius that had killed her
husband. In time, the romance with Green Arrow
soured and the couple split.
In the mid-1990s Zero Hour series, DC attempt-
ed to simplify and reinvigorate its comics line and, in
a confusing bit of retrofitting, editors decided that
from the moment she joined the Justice League,
fans had not been reading about the Black Canary
of the 1940s but her daughter! However illogical this
may have been, that period did indeed see a
renewed interest in the character, with a short-lived
solo series and a starring role in the Birds of Prey
comic. The solo series proved to be an ill-considered
attempt at (yet another) gritty reinvention, as Dinah
Lance was given a wretched new costume to take on
Seattle's crack dealers. By contrast, in Birds of Prey
Lance moved to Gotham City to join Oracle,
Huntress, and even Catwoman in a far more life-
affirming mixture of crime-busting and Thelma &
/.ou/se-style empowerment. A 2002 Birds of Prey TV
show proved to be something of a disappointment to
fans, but the rest of the 2000s have been kind to
the Canary, with her Birds of Prey adventures alter-
nating with appearances in a newly reformed Justice
Society. With yet another costume, two comics, and
a heightened public profile, things have never been
better for the Black Canary. — DAR
The Black Cat I
The Black Cat is responsible for several firsts in
her medium: She starred in the first comic from
the legendary Harvey Comics, Pocket Comics #1
(in August 1941), and was the first and longest-
lived Harvey superhero, in addition to being the
first major costumed superheroine to grace comic-
book pages.
Alfred Harvey had been an editor at Fox Comics
when he decided to enter the comics market as a
publisher himself, starting with Pocket Comics. As
its name suggests, this was a digest-sized title, run-
ning up to one hundred pages, which Harvey pack-
aged together with artist Joe Simon (of Captain
America fame). The comic flew off the newsstands —
but not in the way that Harvey expected! Its small
size made it easy to steal, and light-fingered comics
fans were carrying them off in droves. However, one
of Harvey's creations in that first issue, the Black
Cat (drawn by Al Gabrielle), would prove to be much
more satisfyingly successful.
The Black Cat's alter ego, actress Linda Turner
(named after real-life actresses Linda Darnell and
Lana Turner), works for a tyrannical movie director
called Garboil, whom she suspects is actually a
Nazi Fifth-Columnist. Inspired by her cat's instant
dislike of Garboil, she decides to adopt the identity
of a cat — a black cat — and dons a suitably feline
costume of low-cut black swimsuit, black pointed
mask, gloves, and boots. Her origin story
announces her quite pointedly: "Linda Turner, Holly-
wood Star and America's Sweetheart, becomes
bored with her ultra-sophisticated life of movie
make-believe and takes to crime-fighting in her
most dynamic role of all as the ... BLACK CAT!"
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Teaming up with pipe-smok-
ing reporter Rick Home, the Black
Cat tracks down Garboil and his
pals and smashes their spy ring.
Home soon becomes Turner's
constant companion, reporting on
set from her many films but
secretly harboring a crush for the
Black Cat — never suspecting that
she and Turner are one and the
same. Although not superpow-
ered in the traditional sense of
the word, Turner's years of stunt-
work and Hollywood action
scenes left her with an athletic
physique and mastery of martial
arts, making her a formidable
opponent for any miscreant.
After four issues of Pocket
Comics, Harvey switched "Holly-
wood's Glamorous Detective
Star" over to the more conven-
tionally sized Speed Comics,
where she appeared throughout
World War II (from issues #17 in
1942 to issue #38 in 1945), as well as in occasion-
al strips in All-New Comics. Those were creditable
enough stories, drawn by the likes of Jill Elgin, Bob
Powell, and Arturo Caseneuve, but it was the largely
forgettable Captain Freedom who was usually the
title's cover star, and our heroine had to wait for the
lifting of wartime paper restrictions and the creation
of her own title before she could really come into
her own. Black Cat #1 premiered in the summer of
1946 and, from issue #4, became one of the era's
most attractive strips with the addition of Lee Elias
on art. British artist Elias was a great talent, work-
ing in the tradition of Milton Caniff (famed creator of
newspaper strips Terry and the Pirates and Steve
Canyon), and he added finesse, glamour, and a
touch of humor to the feature.
The postwar years were characterized by a
succession of crazes for such disparate genres as
The Black Cat (circa 1940s) from Alfred Harvey's Black Cat (1995). ™ & ©
Lorne-Harvey Publications Inc.
ART BY LEE ELIAS.
romance, crime, funny animals, and horror, which
Al Harvey was determined to exploit. Seeing that
Westerns were suddenly in vogue, Harvey tem-
porarily changed the comic's title to Black Cat
Western, which saw the heroine swap her trade-
mark motorcycle for a horse. That period lasted a
mere four issues (#16-#19). Then, from issue
#30, retaining the character's name but not her
presence, the comic became Black Cat Mystery,
one of several Harvey horror comics, and poor old
Linda Turner was banished into limbo. After sever-
al years of astonishingly gory horror tales (drawn
by Elias, Warren Kremer, Bob Powell, and others),
the incoming self-censorship body, the Comics
Code Authority, prompted a sudden change of
direction and the title briefly reverted once more
to Black Cat Western with its old star (for
#54-#56 in 1955).
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The Black Cat II
These were the last Black Cat adventures for
decades, as the comic's direction was changed back
to "mystery" yet again when the mid-1950s superhero
boom hoped for by Marvel, Magazine Enterprises, and
others failed to materialize. After sporadic anthology
issues of Black Cat Mystery in the late 1950s, the
Black Cat herself reappeared to cash in on the 1960s
superhero craze, but the three issues published then
were reprints, which seemed out of place among the
more sophisticated Marvel comics of that era.
Of course, Harvey Comics experienced enor-
mous success throughout the 1950s, 1960s, and
1970s with its line of wholesome children's
favorites, such as Casper the Friendly Ghost, Little
Dot, Sad Sack, and Richie Rich. Elements of the
Harvey empire were sold off in the 1980s, resulting
in the Casper and Richie Rich movies, while other
properties, notably the Black Cat, stayed within the
Harvey family. Under its Recollection imprint, Harvey
brought out nine issues of The Original Black Cat
(1988-1992), while its Lome-Harvey imprint
released Black Cat: The Origins in 1995. The latter
title mixed vintage Elias reprints with stories featur-
ing a new Black Cat: movie stunt double Kim Stone.
In the comic, this new Black Cat dons her costume
to star in a film about the original Black Cat.
Indeed, there were rumors of a Black Cat feature
film at the time, but the project proved to be a non-
starter, and neither have any further comics adven-
tures appeared since the mid-1990s. — DAR
The Mack Cat U
Between 1979 and 1983, Spider-Man (Peter Parker)
has to face life without Mary Jane Watson, the long-
time love interest whom he is destined one day to
marry. During this romantic interregnum, Parker's
love life begins taking a decidedly unusual direction
when he encounters Felicia Hardy, the talented bur-
glar and platinum-blonde bombshell known as the
Black Cat, who debuted in 1979 in The Amazing
Spider-Man vol. 1 #194.
$%
The creation of writer Marv Wolfman and illus-
trators Keith Pollard and Frank Giacoia,the Black
Cat introduced an element of emotional chaos into
the life of a youthful but steadily maturing — and
thus ever-more-serious — hero. The daughter of a
renowned cat burglar (Walter Hardy) who follows in
her father's footsteps after he is imprisoned for life,
Hardy becomes infatuated with Spider-Man, even
going so far as building a shrine in his honor. She
decides to turn over a new leaf, earns a legal par-
don for her past crimes, and even becomes the
wall-crawler's partner in crime fighting, if only briefly.
As her formerly adversarial relationship with Spidey
blossoms into a real romance, the hero takes her
into his confidence enough to share his secret iden-
tity with her. Only then does he discover that she
finds Peter Parker boring; her interest is entirely in
Parker's costumed persona and the freedom and
excitement it represents.
At first there is nothing superhuman about
Hardy's burglar skills and tricks, which include a
world-class gymnast's agility, martial arts expertise,
a cable device she uses for swinging from rooftops
(or as a tightrope), and the "accidents" she carefully
arranges to befall anyone who crosses her path (she
is a black cat, after all). In the mid-1980s, after the
villains the Owl and Dr. Octopus nearly kill her in an
action-packed issue of Spectacular Spider-Man (vol.
1 #75, 1983), she becomes worried that her lack of
superpowers is making her a liability to her lover and
partner in crime-busting, whom she fears will dump
her. During Spider-Man's brief absence from Earth
during the twelve-issue Marvel Super Heroes Secret
Wars miniseries (May 1984-April 1985), Hardy
gains a genuine superpower, namely the ability to
prevail against her opponents using a mutation-
derived probability-altering (or "bad luck") ability. But
the scientists who give the Black Cat this bizarre
ability are in the employ of the villainous Kingpin,
who counts on her "bad luck" to bring about Spider-
Man's destruction. Hardy's ill-considered actions —
and her dishonesty in keeping them a secret — ulti-
mately doom her relationship with Spidey, although
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Black Condor
the sorcery of Dr. Strange subsequently removes her
bad luck powers.
On the rebound from Spider-Man, she travels
across Europe, where she has a short-lived affair
with the criminal known as the Foreigner before
returning to New York. After Parker marries Hardy's
romantic rival Mary Jane Watson in 1987, the Black
Cat's life continues to intertwine with Spidey's, at
least occasionally. Hardy tries to provoke Parker
into jealousy by briefly dating his former high-school
rival Flash Thompson, only to find herself acciden-
tally falling in love with Flash; when he leaves her,
she is genuinely heartbroken. Surprisingly, Hardy
and Watson later become good friends. Her criminal
career a thing of the past, the Black Cat goes on to
found her own security company, Cat's Eye Investi-
gations (as outlined in the 1994 four-issue minis-
eries, Felicia Hardy: The Black Cat), and still assists
her former flame in his struggles against such
superfoes as the new "evil" Spider-Woman, intro-
duced in 1999, and Hydro-Man, with whom she
clashed as recently as 2000.
Although the Black Cat's love relationship with
Spider-Man may have been doomed from the start,
a 1991 issue of Marvel's What If? provides an
intriguing glimpse into the insuperable problems
these two disparate personalities — one cautious
and hyper-responsible, the other flighty and reck-
less — would have encountered had they married.
After a quarter century or more, the Black Cat con-
tinues to enthrall and intrigue Spidey's audi-
ences — including the filmmaker Kevin Smith
(writer, producer, and director of such cult-favorite
films as Clerks, Mallrats, and Chasing Amy).
Smith wrote the Terry Dodson-illustrated three-
issue Spider-Man/Black Cat miniseries titled The
Evil That Men Do (August-October 2002), and
plans (along with Dodson) to pen more of Felicia
Hardy's sometimes legally ambiguous adventures.
In the meantime, readers have the character's par-
allel-universe counterparts to entertain them in
occasional issues of Ultimate Spider-Man and Spi-
der-Girl. —MAM
Mack Condor
Of all the publishing houses in comics' Golden Age
(1938-1954), Quality Comics probably had the
strongest lineup of artists, with Jack Cole, Will Eisner,
Reed Crandall, and Lou Fine. While the first three of
these creative forces made their names on well-
known and well-written series (Plastic Man, the Spirit,
and Blackhawk, respectively), Fine flitted about from
feature to feature, only settling down briefly on two of
Quality's new superhero strips, the Ray and the Black
Condor. Quality itself was one of the earliest comics
publishers, started up by ex-printer Everett "Busy"
Arnold in 1937, and much of its comics material was
provided by the Eisner/lger studio. When Eisner split
up the studio, he took Fine and a few others with
him, and soon Fine was working directly for Arnold as
one of the company's top cover artists.
After a stint on Doll Man, Fine started work on
a large number of strips, including the Ray (for
Smash Comics), Uncle Sam (in National Comics)
and the Black Condor, which first appeared in issue
#1 of Crack Comics, in May 1940. The Black Con-
dor's origin owed a lot to Edgar Rice Burroughs'
Tarzan, except in this case the unfortunate child
was brought up by — you guessed it — condors. Dick
Grey's parents are murdered by bandits while on an
archaeological expedition on the steppes of Outer
Mongolia. The orphaned child is picked up by a
passing condor, which decides to raise him as her
own. Over the years, Grey tries to imitate his condor
brethren and finally discovers how to fly. Later, while
looking for food, he is set upon by eagles and
forced to the ground, only to be discovered by a con-
venient hermit called Father Pierre, who nurses him
back to life and then looks after the lad. Later, the
now ailing hermit, with his dying wish, urges Grey
(whom he has taken to calling the Black Condor) to
travel to civilization and use his amazing gift for the
benefit of humankind.
Adopting a blue-and-grey costume with a hood
(which he rarely wore), and with large, flapping wings
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Black Panther
of cloth beneath his arms, the Black Condor battled
all sorts of wrongdoers in his first year, before (in
Crack Comics #11) chancing upon the body of a
dead senator, Tom Wright. Noticing that he and the
recently deceased could pass for twins, the Condor
inexplicably decides to assume the senator's identity,
inheriting at a stroke a nice job in Washington and a
pretty young fiancee, Wendy Foster. Only Wendy's
uncle and guardian knows that the new Tom is an
impostor, and he seems not to mind! As was so often
the case in comics, Foster continually bemoaned the
fact that Wright wasn't more like the dashing Black
Condor, and she never did connect the two, despite
her fiance's paltry disguise of a pair of spectacles
worn when he was out of costume.
Most of the Black Condor's later adventures
revolved around the machinations of the departed
senator's killer, the evil, scheming lobbyist and
"industrial tyrant," Jasper Crow. On the entry of the
United States into World War II, Crow conveniently
became a Nazi sympathizer and the strip became
flooded with German troops, spies, and insurrec-
tionists. However, despite the unusual political
backdrop to the strip, there was little to lift the
Black Condor above its many rivals, except the
extraordinary art of Fine, who drew the series for
most of its twenty-four episodes. Fine was able to
marry his superior figure-work and drawing ability
with a graceful, fluid storytelling sense which was
the envy of his peers. His Black Condor glided
effortlessly from panel to panel in a succession of
imaginative poses that inspired a whole generation
of comic-book artists. When Will Eisner was drafted
in 1942, Fine (a polio victim as a child and so too
weak to enlist) was moved over to the more presti-
gious Spirit strip. Other hands, including Charles
Sultan and Bob Fujitani, took over the Black Condor
series in his absence, but the feature ultimately did
not work without Fine and was canceled in Crack
Comics #31 in late 1943.
After the war, Fine went on to become the high-
ly paid illustrator that he had always dreamed of
being, and Arnold's Quality Comics continued to
*
thrive. However, by 1956 Arnold's comics empire
was losing ground, and he decided to sell up to
arch-rivals DC Comics, who continued publishing
Blackhawk, Robin Hood, Gl Combat, and Heart
Throbs, but ignored the superhero characters (most
of whom were long gone by that time, anyway). In
1973, newly installed Justice League of America
writer Len Wein remembered that DC owned all
those venerable Quality heroes and reintroduced
some of them as a team called the Freedom Fight-
ers. This new group consisted of Uncle Sam, Doll
Man, the Ray, the Human Bomb, Phantom Lady, and
the Black Condor, and they proved popular enough
to spin off into their own comic in 1976.
In The Freedom Fighters, the Black Condor was
portrayed as a slightly distant, sinister figure, but
the comic was canceled before much could be
made of his revamped persona. A new Black Con-
dor appeared in 1992; this one was a Native Ameri-
can who underwent all sorts of medical experi-
ments, ultimately allowing him to fly — under the
tutelage of the ghost of the first Black Condor. The
comic also included guest appearances by another
one of Fine's past triumphs, the Ray. In spite of
this, however, and the fact that artist Rags Morales
was something of a Fine acolyte, the title was short-
lived. In recent years, little has been seen of any of
the great heroes of Lou Fine or "Busy" Arnold,
except in reprint form, and it might take a collection
of 1940s Black Condor strips to rekindle interest in
the hero. — DAR
flack Panther
Within the course of one incredible year in the
pages of Marvel Comics' Fantastic Four, the
writer/artist duo Stan Lee and Jack Kirby created
characters like the Inhumans, the Silver Surfer,
Galactus, and the Black Panther — comics' first
black superhero. To have debuted him in 1966 (in
Fantastic Four #52) shows both bravery and pre-
science on Marvel's part and, to their credit, the
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Black Panther
Black Panther would go on to take a central role in
their comics for years to come. The Panther was
T'Challa, chief of the hidden African country of
Wakanda; in true comics tradition, African countries
are always hidden. Wakanda was depicted as a
peculiar mix of high-tech machinery and mud huts,
its futuristic technology being derived from "vibrani-
um" metal found in a meteorite. The Black Panthers
had been developed as a succession of elite
guards, each in turn protecting the meteorite with
the aid of sacred herbs which granted them fantas-
tic strength and agility. T'Challa was the current
inheritor of the Black Panther mantle (and all-black
costume). After meeting the Fantastic Four, T'Challa
decides his powers would be put to best use pro-
tecting the whole world (or at least America), and so
he flies off to New York, leaving his people and his
rather impractical cape behind.
For the next couple of years, the character flit-
ted about from comic to comic before joining the
Avengers in 1968, where he became a mainstay for
the next seven years, save for the occasional jaunt
back to Africa for the odd chunk of vibranium (which
handily seemed to defeat most criminals). Marvel
rarely made much of the Panther's color in the
1960s but in the more radical 1970s he acquired a
forthright, liberated girlfriend, Monica Lynne, and
briefly became a teacher in the ghetto, while the
Avengers took on the racist Sons of the Serpent.
Although it seems to have been pure coincidence,
Marvel could not help but note that one of their lead-
ing characters shared his name with the radical
black-power movement the Black Panthers, and he
briefly became the Black Leopard. One month later,
however, he was back to being the Black Panther
again, and in 1973 was finally granted his own strip.
"Panther's Rage" ran for two years in the won-
derfully titled Jungle Action, written by Don McGre-
gor and drawn for the most part by the African-Amer-
ican artist Billy Graham. Reflecting the times' inter-
est in African roots and black consciousness in gen-
eral, the strip returned T'Challa to a Wakanda riven
by infighting and sedition, and it managed to bal-
ance superheroics with musings on colonialism and
democracy. The more overtly political material was
leavened by the Panther's romance with Monica,
which was surprisingly passionate for the time. For
the duration of the tale, the strip featured an all-
black cast, something that had never been attempt-
ed in comics before, and the innovations continued
in a later story, which saw the Panther take on the
Ku Klux Klan in Monica's native Georgia.
Poor sales prompted Marvel to cancel Jungle
Action before the Klan story was finished, and
replace it with a new Black Panther title by his cre-
ator, Jack Kirby. This new direction was as far from
the gritty realism of McGregor's tales as it is possi-
ble to imagine, as our hero encountered the likes of
King Solomon's Frog, the Yeti, and the Black Muske-
teers. Not surprisingly, this title, too, was short-
lived. Sporadic appearances over the next two
decades kept the Panther in the Marvel firmament,
but he was increasingly marginalized. Miniseries in
1988 and 1991 were solid if unspectacular
attempts at revitalizing what was effectively a
lapsed franchise. The first tackled apartheid while
the second dealt with the Panther's search for his
mother, but neither led to anything substantial. With
black characters no longer a comics novelty, and
with role models such as the characters of Mile-
stone Comics — which had more relevance to their
readers than a wealthy African king — it seemed as
if the Panther had had his day.
However, out of the blue, writer Christopher
Priest reintroduced the hero as part of the slightly
more adult "Marvel Knights" line, in a series that
was acclaimed in every venue from the fan press to
Entertainment Weekly and continued for six years —
by far the character's most successful run. For this
reinvention, a now aging T'Challa returns to the
urban jungle of New York armed with claws and the
occasional gun, and after thirty years he once again
sports a cape. In a series of hard-hitting tales, he
abdicates, witnesses his daughter's murder, and ulti-
mately passes on the mantle of the Panther to a
young cop, Kasper Cole. Though the franchise is dor-
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Black Widow
mant once more, persistent interest in the character
and perennial talk of a Black Panther film is sure to
make the absence a relatively brief one. — DAR
Mack Widow
From her introduction as a superheroine in Tales of
Suspense #52 in 1964, the Black Widow (created
by the writer/artist team of Stan Lee and Don Heck)
has been an almost constant presence across a
dizzying array of Marvel Comics titles, equal parts
superhero and superspy. The first communist hero-
ine to appear in comics, the Black Widow is Mar-
vel's longest-lived solo heroine. In her first appear-
ance, battling Iron Man, she was simply Natasha
Romanoff, a Soviet spy sent on an industrial espi-
onage mission to Stark Industries — wearing an
inconspicuous veil and figure-hugging cocktail dress
combination. A few issues later she was back with
an embittered young circus performer, the archer
Hawkeye, whom she persuaded to battle Iron Man,
but he soon saw the error of his ways and joined
the Avengers. Inspired by his example, she
denounced her cold war masters and defected to
the West, donning a black and grey fishnet costume
and signing up as a member of S.H.I.E.LD.
(Supreme Headquarters International Espionage
Law-Enforcement Division), Marvel's all-purpose
secret intelligence agency.
Throughout much of the 1960s, the Widow was
a regular guest of the Avengers, alternately joining
in their adventures and pining for Hawkeye. In The
Avengers #43, her past was fleshed out in more
detail; she had been orphaned during World War II
and was brought up by the grizzled mountain man
Ivan Petrovich. She later married the Soviet super-
hero the Red Guardian, but on his "death" she
joined the KGB and was trained to become its top
operative. In that same issue editors revealed that
the Red Guardian had been alive all along, but in
the following issue's melee he was killed anyway.
Following several rebuffed attempts to join the
Avengers, she abandoned her efforts (for the next
twenty years, at any rate) and struck out on her
own, determined to be a solo adventuress.
Readers next met the Black Widow in Amazing
Superman #86 (1970), sporting a revamped all-in-
one, black leather catsuit and armed with all-pur-
pose "wristshooter" wristbands (incorporating a
"widow's line" wire for swinging, tear-gas pellets,
and "widow's bite" electric stinger), transforming her
into a groovy late 1960s heroine a la Emma Peel of
TV's The Avengers. This appearance was immediate-
ly followed by the Widow's first solo series, a co-
headlining slot (shared with the Inhumans) in Amaz-
ing Adventures, which revealed a new jet-setting
Natasha Romanoff, complete with penthouse pad,
chauffeur (Ivan), maid, and swinging parties with
playboys, princes, and Jackie 0. The strips were
sharp, hip, and beautifully drawn by Gene Colan
(among others). They pitted the Widow against slum
lords, the mob, and hippie cults. However, the split-
book innovation failed to win a large enough reader-
ship, and the Inhumans were granted sole owner-
ship of the title with issue #9. Undeterred by this
setback, Romanoff jumped ship to Daredevil, with-
out missing a month, and there she stayed for four
years, even sharing cover billing for a while.
Daredevil and the Black Widow were a good
combination: two sleek, elegant figures swinging
gracefully through the night sky of San Francisco;
this period of the comic is fondly remembered for
its sophistication. Following a change of writer,
Romanoff was written out of the comic and straight
into another, one of the era's less memorable
teams, The Champions (running for seventeen
issues from 1975 to 1978). Former X-Men Iceman
and the Angel put the Champions together, which
also included Hercules and Ghost Rider in addition
to the Black Widow — a more unlikely group of super-
heroes would be hard to find. Following the group's
inevitable break-up, the Widow appeared to go on a
tour of Marvel's entire line, taking in The Avengers
and Daredevil (again), Marvel Two in One and Mar-
vel Team-up, as well as a couple of well-executed
ftb
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Black Widow #1 © 1999 Marvel Comics.
COVER ART BY J. G. JONES.
solo strips in Bizarre Adventures #25 (1981) and
Marvel Fanfare #10-#13 (1983), which emphasized
her spying past.
A further guest slot in Daredevil (issue #187,
1983), under the aegis of enfant terrible Frank
Miller, led to a harsh, 1980s-style makeover, replac-
ing the Widow's flowing locks with a spiky buzz-cut
and sacrificing her hipster belt and groovy bracelets
for a grey leotard. If the ensuing decade was a rela-
tively fallow one, then the 1990s proved spectacu-
larly successful, initially through a lengthy run in
The Avengers — a team she was finally allowed to
join and eventually lead. Her increased visibility as
an Avenger cemented her place in the Marvel hier-
archy, resulting in appearances in numerous titles,
including Forceworks and Captain America, though
a little of her unique background was sacrificed in
the process. In 1996, the Avengers were literally
spirited away to another realm, leaving the Black
Widow holding the fort alone and, notwithstanding
guest appearances in the new (volume 3) Avengers
title, the end of the decade was to be one of
unprecedented solo success.
Having already returned to the glamour and sex-
appeal of her 1970s costume, the Black Widow
made the biggest splash of her career with an
immensely popular 1999 miniseries by writer Devin
Grayson and artist J. G. Jones. The story placed the
Widow in the shady world of international espionage,
and introduced her blonde Russian counterpart Yele-
na Belova, a new Black Widow. The combination of
Romanoff's doubts over her age and abilities, an
arch-enemy worthy of the name, a succession of
exciting action set pieces and Jones' beautiful art-
work (which made him an instant star) was dynamite.
Further miniseries followed, as well as appearances
in the Marvel Knights superteam series and (in only
slightly modified form) the popular parallel-universe
Avengers comic The Ultimates, confirming that the
Black Widow's time had finally come. — DAR
ftackhawk
Blackhawk was conceived before World War II,
thrived during the conflict, and enjoyed a long period
of success in peacetime for two comics companies:
Quality and DC. The birth of the Blackhawk strip is
still somewhat contentious, but it probably originat-
ed through a request for a new feature from Quality
Comics boss Everett "Busy" Arnold to packager/edi-
tor/artist Will Eisner. Together with members of his
studio, Chuck Cuidera, Bob Powell, and others, Eis-
ner created a band of fighting men to counter the
growing Nazi menace across the ocean. Inspired by
his love of the foreign legion, Eisner conceived of a
band of men from all over the globe — the Black-
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8T
Blackhawk
hawks — led by a dark man of mystery known simply
as Blackhawk. The strip premiered in mid-1941 in
the pages of Military Comics #1, in a script written
and laid out by Eisner, with finished artwork by
Chuck Cuidera, and it was an overnight sensation.
The story opens in blitzkrieged 1939 Warsaw,
Poland, with a brave pilot struggling out of his
crashed fighter plane in the wake of a dogfight with
Captain Von Tepp's Nazi squadron. The downed
pilot stumbles to his bombed-out house only to find
his family wiped out in the bombing and, choking
back his tears, he vows revenge on the evil Von
Tepp and his rampaging minions. Over the following
months, the mysterious man — now known by the
name Blackhawk — gathers a band of daredevil free-
dom fighters around him (known collectively as the
Blackhawks) and wages a ruthless guerrilla cam-
paign against the Teutonic hordes across mainland
Europe. The story climaxes with another aerial dog-
fight between Von Tepp and Blackhawk, culminating
in the Nazi's death. A legend was born.
In the Golden Age of comics (1938-1954),
writers rarely lingered over details or backstory, pre-
ferring to concentrate on action and spectacle. So
readers never learned how Blackhawk assembled
his band of happy warriors, nor indeed how he
acquired the well-appointed Blackhawk Island,
somewhere in the Atlantic, complete with airfield,
disappearing forts, Zeppelin shed, and lighthouse.
Military Comics #2 introduced the rest of the Black-
hawks: Andre, the suave French ladies' man; Olaf,
the burly Swede; Stanislaus, the brave Pole; and
Hendrickson, the veteran, mustached Dutchman
(who later mysteriously became a German). Other,
minor Blackhawks, Boris and Zug, were jettisoned in
favor of all-American boy Chuck and comic relief Chi-
nese cook Chop-Chop, whose decidedly un-political-
ly correct ethnic stereotyping was an unfortunate
feature of the strip for many years. Blackhawk him-
self was, of course, a Pole (probably at the insis-
tence of Powell, who was of Polish descent), but
this was gradually forgotten and in later adventures
he became a Polish American.
ftft
A typical Blackhawk adventure would feature the
team flying out in their stylish, twin-engined Grumman
F5F fighters (a contribution from plane-buff Cuidera) to
fight some Axis threat in an exotic corner of the globe.
Early strips emphasized aerial battles and owed much
to pulp/radio stars such as Bill Barnes and G-8, but
over time the strip became increasingly earthbound,
with the gang wading into action with guns (or fists)
blazing. In the dark days of the war, there were few
qualms about our heroes mowing down vast swathes
of the enemy, and the Blackhawks were among the
most bloodthirsty and driven of comics stars.
Dressed in their matching blue-and-black SS-style uni-
forms, complete with peaked caps, jodhpurs, and
jackboots (only Blackhawk himself was allowed the
embellishment of a yellow hawk insignia on his jack-
et), the team ironically resembled the fascist horde
that they were hell-bent on defeating.
After eleven issues of Military Comics, Cuidera
was drafted into the air force and Eisner left to con-
centrate on the Spirit but, despite this, the strip went
from strength to strength. Reed Crandall, one of
Quality's top talents, took over the art and a host of
writers, including Manly Wade Wellman, Bill Woolfold,
and Batman writer Bill Finger, replaced Eisner. One of
the incoming writers, Dick French, was also an
accomplished songwriter, and he introduced the
novel twist of having the team sing celebratory songs
(usually about how great they all were!) as they went
into battle or after each victory. ("Over land, over sea,
we fight to make men free / Of danger we don't care
... We're ... Blackhawks!") But it was Crandall who,
more than anyone else, inspired the feature's fervid
fan following with his immaculate figure work and
elaborately choreographed fight scenes.
With their secret hideout, matching costumes,
independent persona as a multinational squadron of
fighters who are not beholden to any one country,
and leader's secrecy surrounding his original identi-
ty, the Blackhawks were very much a de facto super-
group. Yet, whereas most superhero sales dropped
as the war came to a close, the Hawks retained their
readership. In 1944, the failing Uncle Sam title was
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Blackhawk
changed (with issue #9) into a new Blackhawk
comic, boasting book-length yarns and even a Chop-
Chop solo feature. The postwar Blackhawks now
turned their attention to a succession of world-con-
quering villains, robots, aliens, mad scientists, and
femmes fatale. Glamorous vixens such as Madame
Butterfly, Princess Sari, Amora, and Mavis, Tigress of
the Sea, all bent on world domination, suddenly
filled the strips and almost invariably fell in love with
Blackhawk. Notable villains included Captain Squid,
King Cobra and his Rattlesnake Squadron, and —
their most recurring foe — the sharp-toothed Killer
Shark with his squadron of amphibious Shark
Planes. As self-appointed guardians of the free
world, the Blackhawks were responsible for their fair
share of red-baiting, as stories such as "Slavery in
Siberia," "The Red Executioner," and "Stalin's
Ambassador of Murder" illustrate.
Military Comics was canceled in 1950, one of
many casualties of the hero implosion of the 1950s,
but the Blackhawk title itself continued throughout
the decade — the only team comic to do so. Artists
such as pin-up king Bill Ward, Rudy Palais, and John
Forte had all contributed to the strip but Crandall
was very much the feature's star, and his departure
for E.C. Comics in 1953 was a serious blow. Howev-
er, his replacement, Dick Dillin, while not quite as
inspired, was nevertheless a sold professional and
proved to be adept at drawing the comic's endless
crowd scenes. The 1950s Blackhawks still operated
out of their island hideaway, now mysteriously relo-
cated to the Pacific Ocean, but their wartime planes
were traded in for sleek F90 jets.
By 1957, Quality Comics was a spent force, and
the company sold (or, as in the case of Blackhawk,
leased) their top-selling titles to DC. Fortunately, DC
retained Dillin on the book, along with Chuck
Cuidera on inks, and so the transition was seam-
less. DCs titles of that time were full of monsters,
robots, and aliens, and these also began to domi-
nate the Hawks' strip, as did a relic of the Quality
days, the vast War Wheel — literally a colossal,
house-crushing steel wheel, armed with gun turrets
MYBROTHERMYEHEMtt
Blackhawk #242 © 1968 DC Comics.
COVER ART BY PAT BOYETTE.
and spikes. One welcome DC innovation was a mini-
skirted adventurer called Zinda, who joined the
group as Lady Blackhawk (in issue #151) and made
sporadic appearances throughout the 1960s. Less
welcome for the purists was 1964's new look, which
replaced the old stormtrooper-style uniforms with
garish green-and-red costumes (#197, in 1964) and
unwanted mascots such as Blackie the Hawk (a pet
hawk) and Tom Thumb Blackhawk, a midget.
While never a superhero strip by the strictest def-
inition of the term, the 1960s Blackhawks had much
in common with other DC strips such as Challengers
of the Unknown and the Doom Patrol, but few fans
guessed how much closer they were going to get. In
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Blonde Phantom
1966, in the wake of the successful Batman TV show,
DC transformed the venerable fighters into tried and
true superheroes. Hendrickson donned a purple
boiler-suit to become the Weapons Master, Olaf
became the silver-suited Leaper (because his new
suited allowed him to leap vast distances), Stan wore
a suit of armor a la Marvel's Iron Man to become the
Golden Centurion, Andre kept his beret but gained a
fancy motorcycle to become Monsieur Machine, and
Chop-Chop sported a pair of metal hands to become
Dr. Hands. Poor old Chuck suffered the worst indigni-
ty: He was now the Listener, dressed in blue pajamas
decorated with hundreds of pink ears. Only Blackhawk
himself avoided the cloaking of an entirely new super-
costume, trading in his old blue uniform for a more
fashionable red version, going now by the name of the
Big Eye. After the Blackhawks had battled supervil-
lains in their new identities for two years, incoming
editor Dick Giordano turned to a yellowing old plot
sent in by teenage fan Marv Wolfman (future Marvel
editor-in-chief and co-creator of Blade), which returned
the Blackhawks to their wartime costumes and more
serious approach. This was the team's best story in
years, but it came too late to save the comic and, one
issue later (#243 in 1968), the Hawks seemingly flew
off into the sunset for the last time.
Eight years later, new DC boss Jenette Kahn
oversaw a number of revivals of long-forgotten
titles, one of which was Blackhawk; the revival
picked up with issue #244. The new comic took as
its inspiration the campier 1950s and 1960s DC
Blackhawks, complete with bizarre villains (Anti-
Man, Bio-Lord, and a returning War Wheel) and a
new femme fatale, Duchess Ramona Fatale. The
strip was set in 1976 and starred a now middle-
aged band of adventurers, enjoying civilian identi-
ties as scientists and corporate bosses. None of
this appealed to a new generation of fans, and so
the comic was canceled six issues later.
An enjoyably fanciful team-up with Batman (in
The Brave and the Bold #167, 1981), in a story set
during World War II, rekindled interest in the Hawks
and inspired a new set of wartime tales. A well-
<fl
received (by old-time fans, at least) 1982 series
detailed untold war adventures that were very true to
the spirit of the old Quality strips. Its two-year run by
Mark Evanier and Dan Spiegle was one of the fea-
ture's creative high points, as was Howard Chaykin's
1988 miniseries, but there the similarities end.
Chaykin's story was a contemporary reinvention of
the wartime group's exploits, led by a hard-driving,
vain, Trotskyite, womanizing Blackhawk, who finally
had a real name: Janos Prohaska. Mixing in such
elements as gangsters, Zionists, the Spanish Civil
War, television, and the atomic bomb, this was
heady stuff indeed. The well-received tale led to a
number of Blackhawk strips in Action Comics and a
series in 1989 that was set in 1947 and involved
the team with the CIA and the "red menace" scare.
The concept of a band of brave fighters taking
on evil around the globe had enormous resonance
to readers in the war-torn 1940s and the cold-war
paranoia of the 1950s, and perhaps inevitably the
strip was at its peak in those years. Indeed, such
was the strip's popularity that it inspired a 1952
Columbia serial starring Kirk Alyn (also one of the
screen's earliest Supermans) and a short-lived
radio show. Sadly, any residual nostalgia for the
Blackhawks or their wartime oeuvre has largely died
out, and so they are unlikely to emerge as a com-
mercial force in the twenty-first-century market. Nev-
ertheless, a 2002 DC Archive edition reprinting
their early years may yet prove to have entranced a
new generation. However, younger fans have already
been enjoying the legacy of the strip for years with-
out realizing it; in the mid-1970s, editor Roy
Thomas (with artist Dave Cockrum and eventual
writer Len Wein) reinvented the moribund X-Men
title as a multinational team, inspired by his affec-
tion for the Blackhawk strips of his youth. — DAR
Monde Phantom
Perhaps more than any other company of the
1940s or 1950s, Marvel Comics' ethos was always
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Blonde Phantom
to jump on any trend going and to swamp the news-
stands with as much product as it could muster.
The Blonde Phantom was both a response to what
was happening in several areas of the marketplace
and a trendsetter herself. Her first appearance
came in the eleventh issue of All-Select Comics
(Fall 1946), previously a bastion of Marvel's big
three superheroes, the Human Torch, Sub-Mariner,
and Captain America. She made her presence felt
by entirely ousting the old heroes from the cover.
The Blonde Phantom was the brainchild of the
prolific Otto Binder and was drawn by one of Mar-
vel's top artists of the time, Syd Shores. Her strips
were simplicity themselves. In civilian life, she was
Louise Grant, mousy secretary to the dashing pri-
vate investigator Mark Mason. Picking up tips from
the cases on his desk, she donned a slinky red
evening gown (open at the navel and back), let
down her blond tresses, swapped her horn-rimmed
spectacles for a black mask, and slipped on the
highest of high-heeled slippers. Then, armed with
her wits, determination, and a .45 (she had no
superpowers to speak of), she sashayed off to right
wrongs on America's mean streets.
The Blonde Phantom strips were an amalgam
of all sorts of trends that were influencing the
post-World War II market. The success of Archie
had shown that girls were beginning to read comics
in some numbers, and Marvel had exploited that
with a flood of teen titles, such as Millie the Model,
Patsy Walker, Tessie the Typist, Margie, and many
others. The company had always had success with
its superhero books, and so they might have imag-
ined that a superhero for girls should be a hit.
Indeed, Marvel had met with some success with
earlier girl heroes, such as Miss America and Miss
Fury. Another of the era's big hits was the crime
genre, first established by Lev Gleason's million-
selling Crime Does Not Pay title. So, perhaps
inevitably, the Blonde Phantom's adventures were
full of vicious gangsters and crazed psychopaths.
Stories such as "The Devil's Playground," "Modelled
for Murder," "Horror in Hollywood," and "The Man
Who Deserved to Die" indicate the sort of hard-
boiled fare served up in her yarns.
In true superhero fashion, Binder had a lot of
fun with the Phantom's secret identity since, much
in the manner of Wonder Woman and Steve Trevor,
Louise Grant loved Mason, but he only had eyes for
the sultry, dashing Blonde Phantom. In a reverse of
the usual damsel-in-distress shtick so prevalent in
the Golden Age of comics (1938-1954), it was usu-
ally the trouble-prone Mason who needed rescuing,
only increasing his ardour for his beautiful rescuer.
Interestingly, a little less than a year later, DC
Comics came out with the Black Canary, a similarly
blonde adventuress with a detective paramour in
perpetual need of rescuing, though the Canary
would prove to be far longer-lived than the Phantom.
After one issue in All Select and a plug in Millie
the Model #2 (wherein Millie dresses up in a
Blonde Phantom costume and promotes Blonde
Phantom perfume), the Blonde Phantom was given
her own quarterly title (adopting its initial number-
ing from the All-Select series at #12). Within a year,
she was starring in each issue of Marvel Mystery
Comics as well and by mid-1948 had also gained
regular backup slots in Sub-Mariner and Black-
stone. By August of that year, her success inspired
Marvel to launch an entire line of girls' super-
heroes, and the first issues of Sun Girl, Venus, and
Namora were released. Coupled with Blonde Phan-
tom's various strips and Golden Girl's emergence in
the pages of Captain America, that gave Marvel five
superheroines. Inevitably, the various heroines
crossed over with each other, and the Blonde Phan-
tom guest-starred in Sun Girl, but perhaps the
whole experiment was overdone and, within a year,
not only the heroines but also Marvel's entire super-
hero line was out of print.
In her two-and-a-half-year existence, the Blonde
Phantom appeared in more than thirty stories
spread across eight titles, but in May 1949 her own
title was transformed into Lovers with its twenty-
third issue, reflecting the next trend that would
dominate the newsstands for much of the coming
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Blue Beetle
decade: romance comics. Whereas Venus would
live on for several more years, riding the waves of
romance, mystery, and horror trends, and Namora's
daughter, Namorita, would find success in the
1970s and beyond, the Blonde Phantom joined Sun
Girl, Golden Girl, and Miss Fury in obscurity. — DAR
&ue teeOe
The Blue Beetle was the second superhero to have
his own comic, and went on to more changes and
publishers (six in all) than almost any other charac-
ter in comics history. He also spanned the quality
spectrum from excellent to absolutely awful. In
1939, Victor Fox was an accountant at DC Comics
who had noticed with envy the profits coming in
from the company's new Superman character. Mov-
ing to a different floor in the same building, he set
up his own company, Fox Comics, and hired the Will
Eisner/Jerry Iger creative shop to provide the story
and artwork for his new venture. Unfortunately, their
first character, Wonder Man, was immediately hit by
a lawsuit from DC, and so they quickly dreamed up
a new hero, the Blue Beetle. In his first appearance
(drawn by Charles Nicholas in Mystery Men Comics
#1), the Beetle was little more than a Green Hornet
clone, but he was soon given a blue chain mail cos-
tume with a mask and hood topped off with anten-
nae; the latter sadly disappeared by his fourth strip.
In his civilian identity, the Beetle was rookie
cop Dan Garret, whose athletic prowess made him
a powerful hero as soon as he donned his cos-
tume — though the gun he toted in the early days
was probably more useful. As far as superpowers
go, he really had none, although he often projected
his beetle insignia on dark walls. Soon enough, he
was given a girlfriend, reporter Joan Mason, and a
special vitamin mixture (2X) that beefed up his mus-
cles. The Blue Beetle briefly had his own radio show
and newspaper strip, but the poor overall quality of
Fox's product led the company to close shop in
1942. A few months later, the Beetle was back on
the stands, this time published by Fox's printers,
Holyoke, who (historians believe) took over the char-
acter in lieu of debts. The Holyoke years saw the
character gain a sidekick called Spunky but, if any-
thing, the strip got even worse. By 1944, Victor Fox
had come back into publishing and took over the
comic again for a series of catastrophically awful
strips in which the Beetle could suddenly fly, and
also mysteriously acquired the Beetlemobile and
the Beetleboat.
One of the hottest comics of the postwar
years was the ultraviolent Crime Does Not Pay, and
in 1946 Fox decided to get a piece of that action.
This new direction concentrated more on the Blue
Beetle's shapely girlfriend and featured a series of
so-called "true crime stories," which were little
more than an excuse for acres of flesh and gallons
of blood. Story titles such as "Satan's Circus,"
"The Vanishing Nude," and "House of a Thousand
Corpses" tell it all. By the end of the decade, Fox
had left comics forever, but the Beetle was soon
picked up by bargain-basement publisher Charlton,
who brought out a few nondescript issues in 1955.
Somehow, I.W. Comics got its hands on some old
artwork and, in 1964, released it in two issues
inexplicably retitled The Human Fly. That same year
(are you following this?), Charlton was back again
with a ten-issue run of staggeringly silly strips in
which the beefed-up hero appeared to resemble
the Pillsbury Doughboy.
Then something strange happened: The Blue
Beetle finally starred in some good stories — very
good stories, in fact. Soon after leaving his aston-
ishingly successful Spider-Man comic, artist Steve
Ditko moved over to Charlton and completely
revamped the Beetle. Ditko's hero was now scien-
tist Ted Kord and he had a stylish new costume, his
own designer flying vehicle (in the shape of a bee-
tle, of course) and genuinely exciting, well-drawn
stories. Inexplicably, despite action scenes that
rivaled Spider-Man at its best, the public simply
wasn't interested, and the comic was canceled
after barely a year.
<tf>
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Bronze Age of Superheroes (1970-1979)
Blue Beetle #3 © 1967 Charlton Comics.
COVER ART BY STEVE DITKO.
A generation later, the few fans who bought
Ditko's issues were creating comics of their own,
and the first of many revivals saw print in 1981 in
the semi-pro Charlton Bullseye. A few years later,
another fan publication, Amehcomics, pitted the
two Blue Beetles against each other in pitched bat-
tle, before things came full circle and DC Comics,
the impetus for the Beetle's creation in the first
place, bought the rights to the character. For much
of the 1980s, he starred in amiable yarns in his
own comic and enjoyed great success in one of sev-
eral incarnations of the Justice League. In true
1980s fashion, it seems that Kord used his scien-
tific expertise to become a millionaire and
appeared to have settled down to a life of leisure.
However, a 2003 miniseries — the wittily titled For-
mally Known as the Justice League — brought him
out of retirement so yet another generation of fans
can enjoy his adventures again. — DAR
Bronze Age of
Superheroes
(1970-1979)
Superheroes were in their infancy during comics'
Golden Age (1938-1954), experienced growing
pains during the Silver Age (1956-1969), and
reached adolescence during the Bronze Age
(1970-1979).
vw epic fox ouz rmes"
During the 1960s, Marvel Comics snuck up on
DC Comics and usurped the industry's number-one
spot. DCs editorial director Carmine Infantino start-
ed the 1970s with both guns blazing, vowing to
regain DCs market share. The biggest bullet in
Infantino's holster was the illustrious Jack Kirby, the
veteran artist who co-created most of Marvel's
major superheroes, including Captain America, the
Fantastic Four, the Hulk, and the X-Men.
After a series of teaser ads announcing that
"Kirby is Coming," in 1970 Kirby began working
exclusively for DC and introduced a mythic tapestry
into the company's universe, a series of four inter-
locking series — three new books of his own design,
The New Gods, The Forever People, and Mister Mir-
acle, plus a revamp of DCs long-running Super-
man's Pal Jimmy Olsen — under the umbrella title
"The Fourth World." Among its gaggle of gods, both
good and evil, stood Darkseid, DCs first utterly
malevolent villain. Kirby's vigorous artwork and con-
cepts recharged DC with an energy never before
TH£ SUPBBHeiZO BOOK
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Bronze Age of Superheroes (1970-1979)
seen at the company, as did his hyperbolic cover
blurbs like "An Epic for Our Times" and "Don't
Ask — Just Buy It!" But not enough people are buy-
ing it, thought DC, and Kirby's Fourth World died
after two years, although the characters have con-
tinued to exist for decades. After follow-ups includ-
ing The Demon, OMAC, Sandman, and Kamandi,
the Last Boy on Earth, Kirby returned to Marvel.
SUPeZHZBO ZZLZVANCZ
Green Lantern/Green Arrow #76 (1970) was a
revolutionary step forward for DC Comics. It bor-
rowed from Marvel Comics' propensity toward argu-
mentative superheroes, but with "GL" and "GA,"
their struggles were ideological debates. GL, a
power-ring-wielding intergalactic cop, represented
the conservative right, while "GA was the voice of
the streets, of the left," writer Denny O'Neil
declared on the 2003 History Channel documentary
Comic Book Superheroes: Unmasked. With artist
Neal Adams, O'Neil took this groundbreaking series
into realms political, radical, and racial, but the mar-
ket was unprepared for its level of sophistication
and Green Lantern/Green Arrow was canceled with
issue #89 (1972). Green Lantern/Green Arrow put
the industry on notice, however, proving that super-
heroes' exploits could involve matters beyond skir-
mishes with supervillains.
For the first few years of the 1970s, contempo-
rary thematic material — dubbed "relevance" by
those in the biz — became common in many DC
books: Robin the Teen (formerly "Boy") Wonder left
Batman for college and took on campus unrest, Bar-
bara (Batgirl) Gordon went to Washington, D.C., to
tackle crime as a congresswoman, and the Justice
League of America battled polluters. Even the stilt-
ed Man of Steel got hip. Superman #233 (1971)
started a new era for DCs flagship hero, updating
his alter ego Clark Kent to a television reporter and
eliminating his weakness kryptonite, but those
changes were short-lived. Batman's tales, in his
own series and in Detective Comics, shied away
qMt
from this relevance trend and veered more into
gothic terrain, returning the hero to his original,
baleful nature. "Batman is a loner who never shows
his face in the light," stated O'Neil, the chief Bat-
man writer of the 1970s, on the Comic Book
Heroes: Unmasked program.
MARVZL BRBAK.S NSW GR0I4N1?
A three-issue anti-drug story Stan Lee penned
for The Amazing Spider-Man #96 through #98
(1971) was rejected by the industry's censorship
board, the Comics Code Authority (CCA). Lee lobbied
Marvel publisher Martin Goodman to resist the CCA
and print the issues, which Marvel did — without the
Code's seal of approval, the first time a major comic-
book publisher had exercised such defiance. The
CCA, in response, relaxed some of its requirements
to more adequately address societal changes.
One of those liberalizations permitted the
depiction of the undead, which had been taboo
since the implementation of the CCA in the mid-
1950s. Marvel took full advantage of this, fostering
a 1970s horror-comics fad with titles including
Ghost Rider, The Son of Satan, Man-Thing, The
Tomb of Dracula, and Werewolf by Night— series
that occurred inside the workings of the Marvel
superhero continuity (DC published its applauded
Swamp Thing series during this period). Marvel
steered two other Bronze Age industry movements:
"sword and sorcery," beginning in 1970 with its
adaptations and continuations of Robert E.
Howard's fantasy hero Conan the Barbarian; and
kung fu, through Master of Kung Fu, Iron Fist and
others. And a cinema trend — "blaxploitation," low-
budget action films starring black actors — inspired
Luke Cage, Hero for Hire #1 (1972), the first comic
book to headline an African-American superhero.
Marvel continued to build upon its Silver Age
foundation of human heroes with "real" problems.
Mr. Fantastic and his wife Invisible Girl of the Fan-
tastic Four suffered marital strains. In the controver-
sial The Amazing Spider-Man #121 (1973), the hero
TH£ SUPBBHeiZO BOOK
Bronze Age of Superheroes (1970-1979)
did not save the day, as Gwen Stacy, girlfriend of
Spidey's alter ego Peter Parker, died at the hands of
the villainous Green Goblin. Just eight issues later,
in The Amazing Spider-Man #129 (1974), the belea-
guered wall-crawler was targeted by the assassin-
for-hire called the Punisher, and later that year, in
The Incredible Hulk #181, the Green Goliath battled
the feral Canadian superhero Wolverine. The Pun-
isher and Wolverine were anti-heroes for a cynical
generation, and would grow into superstardom.
WHAVS OLP IS NBW AGAIN
The Bronze Age re-popularized heroes of yes-
terday. DCs critically acclaimed Tarzan comic, writ-
ten, drawn, and edited by Joe Kubert for most of
its run, was a minor hit, as was DCs noir interpre-
tation of The Shadow. DC also obtained publishing
rights for superheroes previously under the juris-
diction of Fawcett Publications and Quality
Comics, the results being its Shazam! series (star-
ring the original Captain Marvel) and its
superteam title, The Freedom Fighters (with Uncle
Sam, the Phantom Lady, and others). Marvel pub-
lished Doc Savage and ultimately picked up the
Tarzan license after DC.
One 1975 Marvel Comics revival produced
unparalleled results. Giant-Size X-Men #1 intro-
duced a new team of offbeat superheroes — multi-
cultural mutants including Storm (African), Colossus
(Russian), Nightcrawler (German), Sunfire (Japan-
ese), and Wolverine (Canadian) — and began its trek
toward becoming Marvel's number-one series.
Lackluster sales did not encourage many pub-
lishers to attempt superhero comics during the
Bronze Age, but a few gave it the old college try:
Atlas Comics produced a diverse but short-lived
comics line in the mid-1970s, including super-
heroes Tiger-Man and the Destructor, as well as
Howard Chaykin's pulpish Scorpion; and longtime
player Charlton Comics published King Features'
jungle hero The Phantom and introduced a wry
superhero parody, E-Man.
MMVE.
THE GREATEST SUPERHERO TEAM-UP UF ALL TIME!
wmmfmmnm
@
Superman vs. the Amazing Spider-Man © 1976
DC/Marvel.
COVER ART BY ROSS ANDRU AND DICK GIORDANO.
PC VS. MABVU
DCs Infantino-steered accomplishments nar-
rowed the sales gap between his company and its
competitor. Still, Marvel largely dominated the entire
decade, although a 1976 project would unite the
publishers on equal ground. Superman vs. The
Amazing Spider-Man, a one-hundred-page, tabloid-
sized special edition by Gerry Conway, Ross Andru,
and Dick Giordano, mixed up DCs and Marvel's top
superheroes in a momentous clash followed by "the
greatest team-up of all time." Infantino worked with
Marvel's Lee to nurture the bestseller, but before a
sequel could be brokered, Infantino and DC parted
company. Children's magazine publisher Jenette
Kahn replaced him as DCs head, but her long,
impressive tenure would begin on a bumpy path. The
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Buffy the Vampire Slayer
quality of DCs titles suffered later in the decade,
and the company's content expansion — the highly
promoted "DC Explosion" in 1977 — led to a market
glut and a devastating "DC Implosion" in 1978.
Both DC and Marvel benefited from multimedia
visibility of their superheroes during the Bronze Age.
Mego Toys' "World's Greatest Super-Heroes" eight-
inch action figures tunneled icons as diverse as
Superman, Spider-Man, Conan, Wonder Girl, and
Tarzan into a shared commercial line. Hostess
Twinkies sponsored a popular series of one-page
comics that appeared as house ads in Marvel and
DC comics, featuring famous superheroes as product
pitchmen. The Justice League ventured to animated
television in ABC's Super Friends, and live-action
superheroes Captain Marvel (in Shazam!), Isis, and
ElectraWoman and DynaGirl starred on Saturday-
morning TV. The New Adventures of Wonder Woman,
The Incredible Hulk, and The Amazing Spider-Man
were weekly CBS dramatic series (CBS's telemovies
starring Captain America and Doctor Strange did not
warrant ongoing shows), and the multi-million-dollar
theatrical blockbuster Superman: The Movie (1978)
set box-office records (for the time). Spider-Man and
Superman both appeared in newspaper comic strips,
and paperback novels and comics reprint editions
starring DC and Marvel superheroes saw print. The
merchandising of superheroes became big business,
though readership of the comic books themselves
continued a gradual decline.
By the end of the 1970s, most traditional out-
lets for comics like newsstands and drug stores
stopped carrying comic books, since their low profit
margin offered little incentive for shelf display. Print
runs of individual titles, in many cases exceeding 1
million copies per issue during the 1940s, had
slipped to several hundred thousand, at best. Tele-
vision (broadcast and cable), special effects-laden
movies, and the emerging video game and comput-
er technologies now competed with comics for the
young consumer's interest. Yet this most persistent
of art forms, comics, stood poised to begin a path
of rediscovery as the new decade dawned. — ME
Qb
toffytihe
Vampire Slayev
Mix in equal parts sardonic humor, martial arts
action, attractive cast members, monsters as
metaphor, doomed romance, and feminism. Heat
for seven years. Serve garnished with a stake
through the undead heart, and you have the main
course that was Buffy the Vampire Slayer. Created
by Joss Whedon, the title heroine was first seen in
a 1992 feature film of the same name, embodied
by Kristy Swanson. Buffy was a popular cheerleader
who discovered she was part of a historical line
chosen to fight vampires and other spawns of evil.
Trained under the eye of a Watcher (Donald Suther-
land), Swanson still found time to romance bad boy
Pike (Luke Perry), even as she faced down the twin
perils of the school dance and the vampiric overlord
Lothos (Rutger Hauer). The movie was not much of
a hit, but Whedon wasn't quite willing to let his
brainchild stay in the dark forever.
In March 1997, a new Buffy the Vampire Slayer
debuted on the WB network as a limited-run series.
This time, Buffy Summers (Sarah Michelle Gellar)
has moved to Sunnydale with her divorced mother,
Joyce (Kristine Sutherland), and tried to forget the
past. That would be fine, except that Sunnydale is
located on the Hellmouth, an evil portal that makes
the California town a haven for vampires, demons,
and other creepy things. It just so happens that the
high school librarian is also a Watcher named
Rupert Giles (Anthony Stewart Head), and he is as
stuffy as any British librarian ever committed to cel-
luloid. As she begins to face the terrors of school,
Buffy also fights monsters ranging from demon
teachers to invisible girls to the Master (Mark Met-
calf), a powerful vampire. It's a good thing that her
Slayer powers give her immense strength, fighting
skills, and healing factors, because Buffy's battles
are just beginning.
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Buffy the Vampire Slayer
Luckily, Buffy has friends to help her. Xander
Harris (Nicholas Brendon) is a good-natured nerd
who is helpful despite his unfortunate crushes on
women who turn out to be evil. Willow Rosenberg
(Alyson Hannigan) is a brilliant computer geek with a
penchant for magic and shyness. Rounding out the
group of sidekicks is Cordelia Chase (Charisma Car-
penter), a bitchy fashion-plate who resents helping
the geeks, but is drawn into the good fight time and
again. When not in the graveyard or alleys fighting
ghouls, the group mostly hangs out at the underage
nightclub the Bronze, where live music — and the
occasional fracas against the undead — are a staple.
By the end of the first mini-season, Buffy had estab-
lished itself as a ratings hit and a critical darling.
Even as hundreds of websites sprang into life on the
Internet, work began on a second season.
Throughout her tenure on the show, Buffy is
portrayed as an archetypal heroine with a less-than-
archetypal personality. Though she has no costume,
she has a distinct alter ego as a student and
daughter, as well as a heroic identity as a Slayer
(the name most of the monsters call her). And while
her Slayer's mission is to defeat vampires specifi-
cally, and evil generally, she uses her superpowers
to make sure that her mission as a teenager —
shopping, dating, hanging out with friends — is pro-
tected. While her secret is unknown to her mother
initially, it eventually becomes evident to most of
Sunnydale High's student body that Buffy is their
protector (they eventually honor her as such at the
senior prom in season three).
The first year had introduced into the mix a
character named Angel (David Boreanaz), a brood-
ing black-clad loner who was really a vampire
"cursed" with a soul. As season two began, Angel
was both aiding Buffy and falling in love with her.
Complications arose when they slept together, and
his moment of true happiness forced Angel to
revert to his evil vampiric self. Angel killed Giles'
girlfriend, Jenny Calendar (Robia LaMorte), showing
that even series semi-regulars were not immune
from sudden death. Even as Buffy and the so-called
"Scooby Gang" tried to cope with Angel's bad side,
they also faced fellow vamps Spike (James
Marsters) and Drusilla (Juliet Landau), whose past
intertwined with Angel's in the 1800s. Luckily, the
heroes were regularly aided by Oz (Seth Green), a
sarcastic teen rock-and-roller who was also a were-
wolf and Willow's love interest.
Season three (1998-1999) featured the
redemption of Angel, even as the town's demonic
Mayor Wilkins (Harry Groener) planned to sacrifice
Buffy's senior class of Sunnydale High in a bid to
gain ultimate power. To do this, Wilkins seduced new
Vampire Slayer Faith (Eliza Dushku) to the dark side.
Faith was an anomaly; although only one Slayer was
"called" per generation, a brief death (and resurrec-
tion) for Buffy in season one had resulted in another
being called. Slayer vs. Slayer was soon set into
motion, but as the season ended, controversy erupt-
ed. An episode about a teen bringing a gun to
school — and the season finale about the mayor
attacking the graduation ceremonies — were delayed
in airing, following the Columbine school shootings.
The following year featured the cast relocating
to college, while Angel, Cordelia, and Faith's Watch-
er Wesley Wyndham-Pryce (Alexis Denisof) relocated
to a spin-off series called Angel. Buffy found the bal-
ance of classes and creature-fighting difficult, espe-
cially once she began to fall for muscular stud Riley
Finn (Marc Blucas). Too bad then that Riley was part
of the secret government group the Initiative, which
was capturing and studying monsters in laborato-
ries underneath the university! Once Riley and Buffy
found out each others' secret identities, they
helped each other in battle, especially against
Frankenstein-like creation Adam (George Hertzberg).
Also notable this season were the additions of the
characters Anya (Emma Caulfield), a whiny ex-
vengeance demon falling for Xander, and Tara
(Amber Benson), a shy lesbian witch whose interac-
tion with the magic-wielding Willow would intensify
over time. One episode written and directed by Whe-
don — "Hush" — was mostly in silence, and earned
the series one of its few Emmy Award nominations.
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Buffy the Vampire Slayer
By now the public and the critics alike were aware
that Emmy was not going to reward Buffy no matter
how good it was, but at least the show won in both
ratings and sales of licensed merchandise, includ-
ing an ongoing Dark Horse comic-book series and
spin-offs; tie-in books; calendars; apparel, action
figures; and Christmas ornaments.
In its fifth season (2000-2001), Buffy intro-
duced a bizarre new wrinkle with younger sister
Dawn Summers (Michelle Trachtenberg), whom
everyone remembered, even though viewers had
never seen her before. As the season-long story arc
progressed, the secret of Dawn's existence played in
heavily to the evil plans of sexy villainess Glory
(Clare Kramer). Relationships progressed as well:
after Riley left, Buffy and Spike began a dangerous
romance (he now had a microchip in his head stop-
ping him from harming humans so he joined the
fight against evil); Willow and Tara became an openly
lesbian couple; and Xander and Anya planned mar-
riage. But the show's most shocking moment came
when Buffy returned home to find her mother dead.
In the season's ender, Buffy would sacrifice herself
to save the world from Glory's machinations.
Moving from WB to UPN after contract renegoti-
ations, Buffy's darkest and most controversial year
was in 2001-2002, wherein everything good began
to go bad. Willow's dark magic resurrected Buffy,
but her friend was less than grateful to be pulled
from heaven back to hell on Earth. Buffy and
Spike's relationship grew ever more destructive.
Three geeks — Jonathan (Danny Strong), Warren
(Adam Busch), and Andrew (Tom Lenk) — planned to
use their magical and scientific knowledge to
become supervillains. The eventual result of their
actions was the accidental death of Tara, a storyline
that proved incredibly controversial in the press and
on the Internet; Whedon and producer Marti Noxon
spent much time defending themselves from
charges of homophobia for killing one of the two
lesbian characters. Another episode, written and
directed by Whedon, was a musical, with the entire
cast singing and dancing under the spell of a
<fi
demon. The season ended with "Dark Willow" hav-
ing a black-magic meltdown that threatened all of
the cast, and left one villain flayed alive!
The 2002-2003 season of Buffy was
announced as its final one, and with rising costs,
declining ratings, and series star Gellar chafing to
move on to other projects, this announcement sur-
prised few. The producers moved to lighten the
mood, establishing a newly rebuilt Sunnydale High,
a soul for Spike, and the return of Rupert Giles to
semi-regular duty after his time away from the
series. But Buffy and the Scooby Gang's troubles
were not over, with an indestructible nasty preacher
named Caleb (Nathan Fillion), a horde of super-
strong uber-vampires, and the First Evil threatening
apocalypse. "Potential" Slayers began arriving in
Sunnydale to train, so in case Buffy fell in battle,
they could move into her place. The series ended
with the destruction of the Hellmouth and Sunny-
dale, but also a gift from Buffy to the world; the
potential in girls everywhere was magically height-
ened, implying that every girl could be tough and
strong like the Slayers.
Throughout its seven years, Buffy's strength lay
partially in clever plots that used the evils and mon-
sters as metaphors for problems faced by the char-
acters — and implicitly, the viewers. The dialogue
and direction of the series were almost always top-
notch, the "girl power" message was both constant
and consistent, and the actors were likable and
believable in their roles. Buffy became a cottage
industry for its stars, who would appear at conven-
tions and parlay their popularity into further roles
once the series ended.
Spin-off series Angel continued on the WB, with
Spike added as a series regular for the 2003-2004
season, the show's last. A Buffy animated series
was in development for more than a year, but
despite extensive script-writing, voice work, and
design, the show was not picked up by a network.
Rumors of a Buffy spin-off for Giles, Faith, or Willow
swirled in the Hollywood hype machine, but momen-
tum seemingly stalled on the Giles series (alter-
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Bulletman
nately called Watcher or Rippe), Dushku got her own
Fox drama series, and Hannigan signed for a 2004
sitcom. Still, Buffy fans remain committed to a
future for their heroines and heroes. New adven-
tures still appear in comic book and novel form, and
with the Slayer line opened for a broader group, it
seems unlikely that Buffy the Vampire Slayer won't
rise from the grave on television or film some time
in the future. — AM
Bulletgirl: See Bulletman; Superheroines
Sensing that it had a hit on its hands with Captain
Marvel, Fawcett Comics rushed out three other
comics in early 1940 to capitalize on the super-
hero's success, but the company soon discovered
that launching successful characters was not as
easy as it thought. The three comics were: Slam
Bang, starring a no-hoper called Diamond Jack;
Master Comics, starring (appropriately enough)
Master Man; and Nickel Comics, starring Bullet-
man. Fawcett soon realized that it was in trouble
with these titles. Nickel Comics was half the price
of other comics but only offered half the page
count of its rivals (and, what's more, only gave the
newsstand owners a tiny profit). Master Comics
was launched as an oversized comic so that it
would stand out from its competitors, but both it
and Slam Bang were filled with second-rate strips
that failed to excite their readers. So Fawcett
decided to cut its losses and merged the three
titles into Master Comics with its seventh issue
(October 1940). This version finally went on to
enjoy the success that the publisher had hoped for,
thanks to Bulletman and Captain Marvel Junior (a
late arrival, in issue #22).
Bulletman's origin, recounted in Nickel Comics
#1, details how Jim Barr attempts to join the police
force after seeing his father — a cop — gunned down
by gangsters. Vowing to carry on his father's crusade
against crime, Barr becomes a scientist devoted to
somehow "curing" the desire for crime. Sadly, years
in the laboratory weaken him and, after the inevitable
rejection by the police force, it seems as if Barr will
have to settle for a career in the police labs. Instead,
he works up a new concoction that magically increas-
es his physical and mental abilities, creating an Ado-
nis-like physique and vastly amplified intelligence.
Armed with this new brainpower, he creates the Gravi-
ty Regulator Helmet, a bullet-shaped, chrome head-
piece that allows him to fly at great speed and also
magnetically repels bullets away from him. Donning a
red shirt open to the waist, yellow tights, and boots,
he now adapts his nickname "Bullet" Barr to become
Bulletman. In addition to being able to fly, he pos-
sesses telescopic vision.
Fawcett had a small army of second-division
heroes, such as Spy Smasher, Ibis the Invincible,
Minute Man, Mr. Scarlet and Pinky, Commando
Yank, and Golden Arrow. While Bulletman never
rose to the exalted status of Captain Marvel, he
was probably the star act of these lesser-known
characters. His principal writer was Fawcett's inven-
tive workhorse Otto Binder and, with art from tal-
ents such as Jon Small, Mac Raboy, Dan Barry, Bill
Ward, and Charles Sultan, the strip was an attrac-
tive feature. It came to life in April 1941 with the
introduction of Bulletgirl, created (in the fine tradi-
tion of Robin, Bucky, and other sidekicks) so that
Bulletman would have someone to talk to and, of
course, to add a little glamour to the feature. Bullet-
girl was Susan Kent, the inquisitive daughter and
secretary of Police Chief Kent, and when she stum-
bles upon Barr's amazing alter ego, he bows to the
inevitable, giving her a hit of his secret elixir and
building a second bullet helmet. In 1944, the team
was accompanied by Bulletboy and a dog called —
you guessed it — Bulletdog, who flies thanks to the
invention of an anti-gravity collar.
As the "Flying Detectives," Bulletman and Bullet-
girl enjoyed a lengthy run in Master Comics (until
issue #106, in 1949), and starred in sixteen issues
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Bulletman
of Bulletman (from 1941 to 1946) as well as appear-
ing in America's Greatest Comics, X-Mas Comics,
Fawcett Miniatures, and Mighty Midget Comics — a
total of around 150 yarns in all. One of the first man-
and-woman superhero duos, predating Hawkman and
Hawkgirl, Flame and Flame Girl, and Lash Lightning
and Lightning Girl, their adventures tended to be fast-
moving tales with little scope for introspection or
characterization. These short stories were frequently
peppered with bizarre and macabre foes, including
Black Mask, Dr. Weird, Mr. Murder, the Gorgon, the
Black Rat, the Invisible Man, and the Black Spider.
Later adventures featured a one-off team-up with
Captain Marvel Junior and Minute Man as the Crime
Crusaders Club. However, the strip's status was most
convincingly shown with a visit from Captain Marvel
himself during the lengthy fight with Captain Nazi in
Master Comics #21 and #22.
With the cancellation of their feature in Master
Comics #106, the pair mostly faded from view until
the late 1990s, when Jerry Ordway reintroduced the
Flying Detectives in The Power ofShazam #8 in
1995. A further appearance in issue #43, when they
came out of retirement to cover for a temporarily
missing Captain Marvel, has been their last appear-
ance as of 2004. However, the Bulletman strip's
legacy is more than being just one of many largely
forgotten Golden Age features, since Bulletgirl was
in fact one of the first superheroines in comics his-
tory, predating Wonder Woman's, Mary Marvel's, and
even the Black Cat's first appearances. — DAR
\00
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Camp and
Comedy Heroes
The earliest costumed crime fighters of comics' Gold-
en Age (1938-1954) were dreadfully somber, not sur-
prising given America's bleak mood during the Great
Depression and World War II. It was only a matter of
time, however, before someone realized that the sep-
aration of heroes and humor was unnecessary.
THB B£1? "TOMATO"
That someone was Sheldon Mayer. In 1940
Mayer created the Red Tornado (not to be confused
with the solemn android character of the same
name who appeared decades later in DC Comics'
Justice League of America), introduced as a sup-
porting-cast member in the "Scribbly" series in DCs
All-American Comics. The Red Tornado was clearly
not intended to be taken seriously — a running gag
featured the hero being called the Red "Tomato."
The Red Tornado bore another rather surprising dis-
tinction: He was secretly a she. Husky Ma Hunkle
righted wrongs in a cobbled-together guise of red
long Johns, a towel as a cape, and a helmet that
was once a cooking pot.
While the Red Tornado didn't pave the
way for cross-dressing superheroes, Ma Hunkle
leveraged an acceptance of humorous characters in
other "straight" superhero comics: Fawcett's Captain
Marvel franchise featured Mr. Tawky Tawny, a talking
anthropomorphic tiger, and Green Lantern gained a
portly comic-relief sidekick (Doiby Dickies). In August
1941 Quality Comics' wacky Plastic Man, a malleable
FBI agent, bounced into Police Comics #1, joined by
his portly comic-relief sidekick (Woozy Winks).
George Marcoux's Supersnipe, "The Boy with
the Most Comic Books in America," was published
by Street & Smith from 1942 through 1949. Super-
snipe was actually shrimpy Koppy McFad, a kid so
thoroughly obsessed with superheroes he pretend-
ed to be one himself. Hopping into red long under-
wear (did he have the same tailor as Red Tornado?)
and sporting a mask and blue cape, this neighbor-
hood protector imagined himself a strapping mus-
cleman (McFad's tiny, child-size head was drawn
onto Supersnipe's brutish body). Supersnipe was
also the first comic book to deal with comics them-
selves as subject matter.
The year 1942 marked the debut of funny ani-
mal heroes, mirthful mergers of superheroes and
cartoon critters. Terrytoons' Mighty Mouse and Mar-
vel (then known as Timely) Comics' Supermouse
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loj
Camp and Comedy Heroes
were the first big cheeses, soon joined by Fawcett's
Hoppy the Marvel Bunny (Captain Marvel as a rab-
bit) and Marvel's copycat Super Rabbit, plus DCs
Terrific Whatzit (a takeoff of the Flash in the unlikely
form of a superfast turtle).
In 1947 Superman's creators Jerry Siegel and
Joe Shuster introduced Funnyman, a Danny Kaye-
inspired TV comedian named Larry Davis who fought
crime in a clown suit. Siegel and Shuster were pro-
hibited from using Superman's famous name in pro-
moting their new character, and thus Funnyman, who
appeared in a comic book and a syndicated newspa-
per strip, laughed his last in 1949.
Without the war effort to sustain their adven-
tures, most superheroes disappeared from the
comics stands during the late 1940s, their titles
replaced by a host of other genres that dominated
the marketplace throughout the 1950s. Humor was
one of those genres, and in 1952 publisher E.C.
Comics launched its trailblazing AMD title (which
originated as a color comic book before changing to
a black-and-white magazine format in 1955). MAD
skewered a handful of superheroes in send-ups
including "Superduperman" (which mocked the real-
life lawsuit between DC Comics and Fawcett Comics
over Captain Marvel's supposed similarities to
Superman), "Plastic Sam," "Bat Boy and Rubin,"
and "Woman Wonder." Also premiering in the 1950s
were Charlton Comics' Atomic Mouse and its spin-
offs, and the Super Turtle half-page fillers that ran
in a host of DC Comics titles.
Two significant comedic superheroes pre-
miered in the 1950s. The first was the Fighting
American, Prize Comics' patriotic hero from writer
Joe Simon and artist Jack Kirby. Fighting American
is acknowledged by many comics historians as the
first superhero satire: Its target was obvious — Mar-
vel's Captain America, whom Simon and Kirby them-
selves created in 1941 — and its tone was irrever-
ent, with Communist menaces like Poison Ivan and
Hotsky Trotsky plaguing the flag-clad hero and his
boisterous sidekick Speedboy. The strip's flippancy
yQ%
with the cold war chilled most readers, and the
series ended after a mere seven issues. Revival
attempts in later decades similarly failed. The sec-
ond significant 1950s spoof was Herbie Popnecker,
an improbable superhero first seen in ACG's Forbid-
den Worlds #73 (1958). The creation of writer
Richard E. Hughes (using the pen name Shane
O'Shea) and artist Ogden Whitney, Herbie was more
like the stereotypical comics readerthan a comics
hero: He was comically corpulent, hopelessly bor-
ing, and universally disliked. Herbie had one thing
going for him (other than his trademark lollipops,
that is): secret superpowers. He embarked on a
series of novel adventures, taking place everywhere
from the Wild West to the depths of space. In 1965
Herbie waddled into long underwear and placed a
plunger on his head as the Fat Fury.
me camp czazz
There was no decade with more superhero par-
odies and comedy crime fighters than the 1960s.
Politically and culturally, Americans were burdened
by an unpopular war and social strife, and virtually
every facet of entertainment reflected the nation's
desire to escape from these dark realities. The
movies and television were filled with spy spoofs,
mindless farces, silly sitcoms ... and Batman.
DC Comics' former creature of the night
became a campy caped crusader in producer
William Dozier's live-action ABC series Batman
(1966-1968), starring Adam West as a know-it-all
crime fighter who would go to any tongue-in-cheek
length to trap his foes, including dancing the Batusi
with gun molls. Batman was an instant ratings
smash, and inspired a theatrical movie in the sum-
mer of 1966, a bonanza of merchandising, and a
national superhero craze.
1960s television was overrun with funny crime
fighters. Mighty Mouse was joined on TV by other
animated superhero series like Courageous Cat and
Minute Mouse (a Batman lampoon by the hero's cre-
ator Bob Kane), The Mighty Heroes (a fondly remem-
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Camp and Comedy Heroes
bered super-spoof light-years from director Ralph
Bakshi's edgy later work), Atom Ant, Frankenstein Jr.
and the Impossibles, and Underdog. TV sitcoms fea-
tured superhero parodies — the Monkees took to the
air in tights and capes in a musical fantasy
sequence, and Paul Lynde as Uncle Arthur wore a
Superman suit for laughs on Bewitched. ABC's suc-
cess with Batman led its competitors to launch their
own live-action superhero spoofs. NBC's effort was
Captain Nice, created by Buck Henry, about a neb-
bish mother's boy who paled in comparison to the
menaces in his home turf of Bigtown. CBS jumped
into the fray with Mr. Terrific, featuring a gullible geek
named Stanley Beamish who transformed into a
superhero by popping "power pills" — the effects of
which would usually wear off just when Mr. Terrific
needed his abilities most. Both series debuted as
mid-season replacements in January 1967, and
were canceled by the end of that summer, although
Captain Nice spun off into a one-shot comic book
from Gold Key and a paperback novel written by
William Johnston and published by Tempo Books.
Nowhere were superhero send-ups more com-
mon than in the comics. Many of DCs mainstream
heroes had their moments of merriment. Adventure
Comics featured "Tales of the Bizarro World," with
hundreds of oddball Superman duplicates on a
square-shaped planet where inhabitants did every-
thing exactly opposite from Earthlings. DCs Metal
Men, Wonder Woman, and Teen Titans comics were
wildly campy, as were its eccentric new series Meta-
morpho the Element Man, "Dial 'H' for Hero" (in
The House of Mystery), and "Ultra the Multi-Alien"
(in Mystery in Space). DC revived the Golden Age
great Plastic Man for a stretch, and its Batman
comic books parroted the lunacy of the successful
TV show. One of DCs most peculiar moments tran-
spired in its team-up comic The Brave and the Bold
#68 (1966), in which Batman momentarily trans-
formed into Bat-Hulk, a take-off on Marvel's charac-
ter (minus any lawsuit-risking green pigmentation).
DC didn't stop there. The mod teenager called
Super-Hip made the scene in 1965 in The Adven-
Fatman the Human Flying Saucer #3 © 1967
Lightning Comics.
COVER ART BY C. C. BECK.
tures of Bob Hope (a licensed title starring the pop-
ular comedian). No DC superhero parody is better
remembered than the Inferior Five, first seen in
Showcase #62 (1966). This quintet of second-gen-
eration superheroes — Merryman, Awkwardman,
Dumb Bunny, White Feather, and the Blimp — was
also second-string, failing as freedom fighters in
pun-filled satires of everything from serious litera-
ture to Marvel's superheroes.
DC wasn't alone in the comedy hero game.
From 1966 to 1967, the teens of Archie Comics'
Riverdale would temporarily gain superpowers—just
long enough to ride the wave of superhero populari-
ty — in the farcical Archie as Pureheart the Powerful
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'OS
Camp and Comedy Heroes
(with Reggie as Evilheart) and Jughead as Captain
Hero, superhero comics that the publisher has
repeatedly recycled and revived in subsequent
decades. In 1967 writer Otto Binder and artist C. C.
Beck, renowned for their Golden Age work on Cap-
tain Marvel Adventures, created Fatman, The
Human Flying Saucer for Lightning Comics. As his
name suggests, Fatman was, well, fat, and could
transform into a flying saucer. Fatman's adventures
mimicked the gentle whimsy of Captain Marvel's
two decades earlier, a flavor that had grown stale by
the 1960s. Fatman was sent to the fat farm after
three issues. Walt Disney's Goofy sported red long
Johns (what else?) and gulped "super goobers"
(which were, in actuality, peanuts) in Gold Key
Comics' long-running Super Goof. Protecting the
town of Duckberg, Super Goof's abilities — which
included X-ray vision, flight, superstrength, super-
hearing, super-smell, and super-suction by spinning
his hands — lasted only a few minutes per peanut,
forcing him to carry a constant supply. Wonder
Warthog appeared throughout the 1960s in a
series of underground comics, and even Harvey
Comics, best known for its entry-level Casper and
Richie Rich titles, tried its hand at superhero parody
in 1969 with Fruitman.
MAD lampooned TV's Batman as "Bats-Man" in
its "Special Summer 'Camp' Issue," #105 (1966),
featuring a cover with Batman repulsed by the mag-
azine's mascot Alfred E. Newman as Robin the Boy
Wonder. The following year MAD also offered its
own original superhero, Captain Klutz, in an all-new
paperback from Signet Books, The MAD Adventures
of Captain Klutz. Illustrated by Don Martin, Captain
Klutz, secretly Ringo Fonebone, wore red long under-
wear (!) and became a crime fighter after reading
too many comic books left him unable to do any-
thing else. Martin brought back Captain Klutz on
several occasions, his last outing being in 1983.
Marvel Comics premiered its M4/>like Not
Brand Ech/? title in 1967, poking fun at its "Marble"
Comics characters (some examples: the Mighty
Thor was the "Mighty Sore," and the Silver Surfer,
\0**
the "Silver Burper"), pop culture, and its "Distin-
guished Competition" (including a Superman bur-
lesque called "Stupor-Man"). Not Brand Echh was
also the home of Forbush-Man, yet another comedy
hero in red flannel underwear — and, like the Red
Tornado, he wore a pot over his head! Irving For-
bush was originally an unseen character mentioned
jokingly in Marvel letters columns, but was first
depicted in Not Brand Echh #1 as a janitor whose
goal was to collect autographs from all of the Mar-
ble superheroes. Forbush-Man became Not Brand
Echh's answer to MAD's Alfred E. Newman. Mean-
while, Topps, the premier producer of bubble-gum
trading cards, published a series of mini-comics in
1967 parodying popular comics superheroes;
included in this madcap mix were Fantastic Fear
("The World's Greatest Scaredy-Cats"), The Incredi-
ble Hunk (son of the Jolly Green Giant), Jester's
League of America (the Justice League as practical
jokers), and The Flush (a Flash take-off with the
fleet-footed hero being outrun by Looney Tunes'
Road Runner). In an even more comedic footnote to
comics history, these spoofs bear the design work
of Art Spiegelman, later a Pulitzer Prize winner for
the Holocaust fable Maus.
NOT AS GOOPAS ZeGULAZ
SUPZZHZZOeS, BUT SLIGHTLY
B£TT£12 THAN YOU
When the superhero craze died in the late
1960s, so did the parodies and campy heroes. But
not for long. In the early to mid-1970s National
Lampoon magazine frequently spoofed comic
books. Their best-remembered (and most controver-
sial) superhero burlesque was Son-O'-God — Jesus
as a superhero — divinely rendered by legendary Bat-
man artist Neal Adams. Son-O'-God fought Bible-
based adversaries like Antichrist, the Scarlet
Woman of Babylon, and even Satan himself. Nation-
al Lampoon also poked fun at Batman (as senior-
citizen Batfart in Decrepit Comics), Nick Fury, Agent
of S.H.I. E.L.D. (as Gordon Liddy, Agent of
TH£ SUPBBHeiZO BOOK
Camp and Comedy Heroes
C.R.E.E.R), and other superheroes. Saturday Night
Live(SNL) sometimes ridiculed superheroes, includ-
ing a late 1970s skit set at a party thrown by Lois
Lane (guest host Margot Kidder, who played Lane in
the four theatrical Superman movies from 1978 to
1987), with SNL cast members Bill Murray as
Superman, Dan Aykroyd as a stocky Flash, and John
Belushi as a boisterous Incredible Hulk. A few
1970s Saturday morning TV cartoons featured
funny heroes, including Dynomutt, Dog Wonder
(1976), a robotic superdog partnered with the Bat-
man takeoff Blue Falcon, and the short-lived The
Super Globetrotters (1979), featuring basketball
starts the Harlem Globetrotters as superheroes
(including Meadowlark Lemon as Fluid Man and
Curly Neal as Sphere Man).
Lighthearted heroes were rare on TV in the
1980s (exceptions being The Greatest American
Hero, which debuted in 1981, and Misfits of Sci-
ence, which debuted a few years later on NBC but
only lasted fifteen episodes), but comic books were
full of them. Bob Burden's eccentric Flaming Carrot
Comics, first seen in 1979, featured a peculiar pro-
tagonist, brain-addled from reading too many
comics (a recurring theme in these parodies, per-
haps a cryptic warning to readers?), who wore swim
flippers and a six-feet-tall carrot mask (with a flam-
ing top!). Flaming Carrot Comics has continued in
print, albeit sporadically, through the 2000s. In
1987 it produced a spinoff, Mysterymen Stories,
interpreted into a live-action film in 1999 as Mys-
tery Men, spotlighting a band of low-rent super-
heroes: Mr. Furious (Ben Stiller), the Bowler
(Janeane Garofalo), and Captain Amazing (Greg Kin-
near), among others. A similar film, The Specials
(2000), featured the Weevil (Rob Lowe), the Strobe
(Thomas Haden Church), and Amok (Jamie
Kennedy), as well as the tagline, "Not as good as
regular superheroes, but slightly better than you."
Other 1980s superspoofs: DCs Captain Carrot
and His Amazing Zoo Crew, a superteam of funny
animals, and Marvel's Peter Porker, The Spectacular
Spider-Ham, a kid-friendly concept with Spider-Man
as a cartoon pig (it also included Captain Americat,
Goose Rider, and other anthropomorphic farces on
Marvel heroes). The biggest 1980s success among
cartoon heroes was Teenage Mutant Ninja Turtles
(TMNT), a black-and-white comic book by Kevin East-
man and Peter Laird published by Mirage Press in
1984. Its marriage of martial arts, humor, and ami-
able characters was instantly successful, sparking
sold-out print runs and counterfeit editions. TMNT
single-handedly incited an explosion of small-press
imitators, all of which promptly disappeared. The
"heroes in a half-shell" expanded beyond their
comics roots into a line of perennially popular TMNT
action figures, several animated television series,
and a live-action movie franchise.
Writer/artist Keith Giffen's Ambush Bug first
popped up in the Superman/Doom Patrol story in
DC Comics Presents #52 (1982). This wiry, green-
clad, antenna-wearing fruitcake — whose real name
is Irwin Schwab — was conceived as an irritant to
Superman. Soon the Bug, enchanted by the idea
that he existed "inside" a comic book, starred in a
number of miniseries and specials where he
pestered other DC superheroes, lampooning their
origins, their powers, and sometimes their creators.
The in-jokes of the various Ambush Bug series were
an annoyance to some members of DCs editorial
staff as well. Ambush Bug made a return appear-
ance in Lobo Unbound #3 (2003).
In 1989 a second-string Marvel Comics charac-
ter was revitalized with humor in The Sensational
She-Hulk. Writer/artist John Byrne had used the
Incredible Hulk's cousin during his Fantastic Four
stint a few years prior, then segued her to solo
adventures. She-Hulk, like Ambush Bug, acknowl-
edged her existence inside her comic-book reality,
frequently breaking the "fourth wall" by addressing
Byrne, usually in frustration over the ludicrous situa-
tions he placed her in.
Creator Jim Valentino's normalman enjoyed a
twelve-issue run in 1984-1985 in a black-and-white
series from publisher Aardvark-Vanaheim. normal-
man reversed the Superman legend by stranding its
TH£ SUPBBHeiZO BOOK
tos
Camp and Comedy Heroes
star — Norm, an average, nerdy guy — on Levram
(read that name backwards), a planet exclusively
populated with superheroes. Also in 1984
writer/artist Don Simpson skewered the folklore of
Superman, the Fantastic Four, Tarzan, Spider-Man,
and Captain America with his madcap origin of
Megaton Man. Sent to Earth as the only survivor of
his planet, Megaton Man was bombarded by "cata-
clysmic" radiation, reared by gifted kangaroos,
gnawed by a radioactive frog, and empowered by
"solider syrup." This ridiculously proportioned hero
(gigantically broad shoulders tapering into a tiny
waist) debuted in Kitchen Sink Press' Megaton Man
#1 (1984) and appeared for a brief run, with one-
shots and an online version (www.megatonman.
com) following. Ben Edlund's The Tick appeared two
years after Megaton Man's debut, spinning out of
comic shop New England Comics' newsletter into
his own series. An oafish powerhouse, the bulky
Tick was paired with mousy Arthur, comics' only
sidekick in a moth suit. Edlund sharply satirized
superheroes with original characters like American
Maid and the Man-Eating Cow. The character has
appeared on TV in an animated series
(1994-1997) and a live-action show (2001).
The diminutive do-gooder called 'Mazing Man
strolled into comics with a critically acclaimed
twelve-issue run beginning in January 1986. Written
by Bob Rozakis and illustrated by Stephen DeSte-
fano, 'Mazing Man's protagonist was a docile mental
patient who performed good deeds for his neighbors
while wearing a gold helmet and a cape. His subur-
ban stories were quiet, slice-of-life fables with a live-
ly supporting cast including the cynical Denton Fixx,
a walking dog. Radioactive Man is a much noisier
parody of superheroes from Bongo Comics, the pub-
lisher of a line of titles based on Matt Groening's
popular animated TV series The Simpsons. First
seen in 1994, Radioactive Man, an orange-clad,
camp-inspired superhero with a lightning bolt pro-
truding from his skull, is joined by sidekick Fallout
Boy in an irregularly published series of comics that
presupposes publication through the decades and
\0^
parodies the pop-culture of different times. Radioac-
tive Man continues to appear in the 2000s.
COMBPY HZZOBS 2K
For decades MAD magazine and its chief com-
petitor CRACKED have relentlessly ridiculed super-
hero TV shows, movies, and comic books (and their
fans). In 2002 MAD Books published the trade
paperback MAD About Super Heroes, compiling all
of MAD's superhero parodies to that time including
"Don Martin Looks at the Hulk," "Stuporman ZZZ" (a
Superman ///takeoff), "$-Men" (a 2001 X-Men movie
parody), and "What if Superman Were Raised by Jew-
ish Parents?" (In February 2004 the magazine con-
vened some of the hottest talents in serious super-
hero art, from Frank Miller to Jim Lee, to illustrate
"The League of Rejected Superheroes," the cover
story of issue #438.) Saturday Night Live superhero
skits have continued sporadically into the 2000s,
with comedian Sinbad as DCs Black Lightning, pro
wrestler the Rock as Clark Kent with a not-so-secret
identity (his blue-and-red Superman uniform was
clearly visible through his white dress shirt), and the
animated shorts X-Presidents (former U.S. presi-
dents as superheroes) and The Ambiguously Gay
Duo among their number. Fox-TV's In Living Color
(1990-1994) featured a recurring superhero parody:
the physically challenged champion Handi-Man, por-
trayed by Damon Wayans. Often aided by a midget
superheroine known as the Tiny Avenger, Handi-Man,
whose chest insignia was a wheelchair icon, stood
up for the rights of the disabled, concluding his
adventures by reciting his motto, "Never underesti-
mate the powers of the handicapped."
Comic books' content grew grimmer in the
1990s and the 2000s, with violent anti-heroes
abounding, and superhero parodies largely drifted
by the wayside. As a result, humor has become a
subgenre in the comics medium, with small-press
titles like Evan Dorkin's Milk and Cheese, Tony Mil-
lionaire's The Adventures of Sock Monkey, and
Shannon Wheeler's Too Much Coffee Man earning
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Camp Heroes in the Media
loyal cult audiences. During this period, a few super-
hero series have premiered appropriate satirical
elements without being actual lampoons: Mike
Allred's Madman and Arthur Adams' Monkeyman
and O'Brien, for example. While out-and-out super-
hero parodies may be rare, they do occasionally
occur, in odd outings like Archie Meets the Punisher
(1994), an anomalous crossover between Archie
and Marvel Comics' death-dealing vigilante; DCs
Sergio Destroys DC and its chief competitor's Ser-
gio Massacres Marvel, both by MAD's Sergio
Aragones and both published in June 1996; Alan
Moore's evil twin to early Marvel, 1963 (Image,
1993); DC Comics' comic-shop satire Fanboy
(1999); filmmaker Kevin Smith's Jay and Silent Bob
as Bluntman and Chronic, from Oni Press (1999);
Image Comics' The Pro (2002), a super-prostitute
among straight-laced Justice League send-ups;
Bongo Comics' Heroes Anonymous (2003-2004), a
superhero self-help saga; the super-workplace farce
Capes (Image, 2003); The B-Sides, New Jersey's
best — and only — superteam (Marvel, 2002); the
irony-era Batman and Robin, "Hawk-Owl and
Woody," of Marvel's Ultimate Adventures
(2002-2004); and DCs Bizarro Comics! (2001), a
240-page hardcover featuring a host of avant-garde
cartoonists and their twisted takes on traditional
DC superheroes. Whether or not the superhero par-
ody and comedy heroes will survive in the future
depends upon the audience's ability to laugh at the
material, and by extension laugh at itself. — ME
Camp Heroes in
the Media
0, Batman, what hath thou wrought? Debuting in
January 1966, ABC's goofy live-action Batman tele-
vision series was quickly labeled "camp." When rat-
ings exploded and Batman became a public dar-
ling, both networks and movie studios looked to
see what they could do to tie in to the camp super-
hero craze.
First out of the gate were Rat Pfink and Boo-
Boo (1966) and The Wild World ofBatwoman
(1966), two micro-budget live-action feature films
that specifically made fun of Batman. In Rat Pfink,
inept rockabilly heroes Rat Pfink (Ron Haydock,
credited as Vin Saxon) and sidekick Boo Boo (Titus
Moede) must rescue the curvaceous Ceebee Beau-
mont (Carolyn Brandt) from the evil Chain Gang and
Kogar the Swinging Ape. The inept hero and his
sidekick race to save Beaumont on their (what
else?) Pfinkcycle, their mouths uttering inept super-
hero slogans like "Fight crime!" The story behind
the movie title is well known in fan circles; it was
accidentally misspelled and director Ray Dennis
Steckler didn't have the money to correct it. The
scantily clad femme cast of Wild World face mad
scientist Professor Neon (George Mitchell, credited
as George Andre) and his assistant Rat Fink
(Richard Banks, no relation to Rat Pfink) as they
plot dastardly evil with hallucinatory Happy Pills and
an atomic-powered explosive hearing aid!
On January 9, 1967, one year after Batman
debuted, NBC unveiled Captain Nice and CBS
debuted Mr. Terrific, two half-hour camp superhero
shows. Created by Buck Henry (co-creator of Get
Smart), Captain Nice starred William Daniels as
police chemist Carter Nash, who discovers Super
Juice, an extract that gives him temporary super-
powers. Wearing a red-white-and-blue outfit sewn by
his mother, Captain Nice ineptly tries to stop thugs
and villains, all while failing to notice the wily seduc-
tive nature of female co-worker Sgt. Candy Crane.
Meanwhile, Mr. Terrific was really Stanley Beamish
(Stephen Strimpell), a gas station attendant who
could take super pills to gain powers for an hour,
including the power of flight (if he flapped his arms).
Beamish worked with the government agency
Bureau of Secret Projects, while wearing a silver
lame suit and goggles. Captain Nice lasted fifteen
episodes, while Mr. Terrific limped on to sixteen
shows total.
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to r
Camp Heroes in the Media
While Saturday morning cartoons continued to
include a wide range of humorous heroes through-
out the late 1960s and 1970s, live-action counter-
parts were few on television or in theaters. Some
movies, like Superchick (1971), Infra-Man (1976),
Supersonic Man (1978), The Puma Man (1980),
and Super Fuzz (1980), were simply inept feature
films that were only "campy" because their budgets
could not have fed a small family for more than a
week. Featuring little-known directors with little-
known actors, these films rarely applied the "super"
to the concept of superhero.
Other features attempted to update the formu-
la, diluting the camp and injecting real comedy
instead. Hero At Large (1980) saw John Ritter por-
traying an actor slumming in the role of Captain
Avenger to promote a film, until he actually per-
forms heroic deeds while in costume and learns he
likes it. Disney's Condorman (1981) followed a simi-
lar storyline, finding a cartoonist (played by later
Broadway Phantom of the Opera star Michael Craw-
ford) forced to become his supercharacter to help
save a beautiful Russian spy. The Return of Captain
Invincible (1983) offered Alan Arkin in the title role
as a hero who was famous in the 1940s but is now
an alcoholic outcast. Can he redeem himself when
the world needs him, fighting Mr. Midnight and
enduring the musical song-and-dance interludes?
Television once again saw the rise of a humor-
ous live-action hero with The Greatest American
Hero (1981-1983), in which a school teacher is
given an alien supersuit to fight crime, but he loses
the instruction booklet. A few years later, NBC
debuted Misfits of Science, a funny hour-long show
that found a group of superpowered young adults
gathered together to fight crime at the Humanidyne
science institute. The group included a tall black
man who could shrink (Kevin Peter Hall), a hipster
who could shoot lightning from his hands (Mark
Thomas Miller), a recurring character who could
freeze things (Mickey Jones), and a girl with psychic
powers (the breakout star of the series, Courteney
V>*
Cox). After fifteen episodes garnered low ratings,
NBC yanked the series.
Troma Studios debuted the feature film The
Toxic Avenger In 1986. After a geek (Melvin Junko) is
exposed to toxic waste, he is mutated into the mon-
strous superhero (Mitchell Cohen) who wears a
burned tutu and wields a mop. A return to camp in a
storytelling sense, Toxic Avenger had a low budget,
but directors Michael Herz and Lloyd Kaufman made
the most of everything they had. "Toxie" became a
cult phenomenon, and sequels were made: The
Toxic Avenger, Part 2 (1989); The Toxic Avenger, Part
3: The Last Temptation of Toxie (1989); and Citizen
Toxie: The Toxic Avenger, Part 4 (2000). An animated
TV series, The Toxic Crusaders, ran for thirteen
episodes in 1991, and a spin-off film, Sgt. Kabuki-
man N.Y.PD., was released that same year. Both
Toxie and Kabukiman are familiar sights at both the
Cannes Film Festival and the San Diego Comic-Con
International, where Troma hosts presentations for
fans and industry insiders.
The 1990s saw a handful of superhero comedy
films released that tried to make hip their camp quali-
ties. The Meteor Man (1993) was written and directed
by Robert Townsend, who also starred. Hit by a mete-
or, schoolteacher Townsend gains superpowers and
tries to defend his neighborhood from the gang known
as the Golden Lords. Because he is afraid of heights,
Meteor Man flies only four feet off the ground, and he
wears costumes created by his mother. The film
includes cameos by Bill Cosby, Sinbad, Luther Van-
dross, and LaWanda Page — and Batman TV show Rid-
dler Frank Gorshin shows up as a mobster named
Byers. 1994's Blankman, written by and starring
comedian Damon Wayans, attempted to be funnier,
giving a nerd superpowered gadgets and a literal long-
underwear costume (bullet-proof), accented with a
cape made from his grandmother's bathrobe. As a
self-appointed superhero Wayans battles thugs and
robbers to keep his city safe, and awaits his first kiss
from pretty Kimberly (Robin Givens).
Several more recent films have been an odd
mixture of camp, irony, and superhero deconstruc-
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Camp Heroes in the Media
Stephen Strimpell poses as camp hero Mr. Terrific.
tionism. Mystery Men (1999) was based on Bob Bur-
den's strange superheroes from the cult series Flam-
ing Carrot Comics published by Dark Horse Comics.
Directed by Kinka Usher, the movie teamed a group
of amateur, second-string heroes against a nemesis
from their past. The all-star cast featured Ben Stiller
as the very angry Mr. Furious, Janeane Garofalo as
the second-generation heroine the Bowler, Hank
Azaria as the silverware-wielding Blue Raja, Paul
Reubens as the gas-filled Spleen, William H. Macy as
the Shoveller, Kel Mitchell as the too-visible Invisible
Boy, and Wes Studi as the inscrutable Sphinx, all
working to stop Geoffrey Rush's Casanova Franken-
stein and his goons from destroying Champion City.
The Specials (2000) followed a similar formu-
la, though it went straight-to-video. Headquartered
in a suburban house in Silver Lake, California, the
world's seventh best superhero team, the Specials,
include Power Chick (Kelly Coffield), Minute Man
(James Gunn), and blue-skinned Amok (Jamie
Kennedy). They must cope as action figure deals
fall through, as well as the fallout when the Strobe
(Thomas Haden Church) disbands the group after
discovering that his wife, Ms. Indestructible (Paget
Brewster), is having an affair with fellow hero the
Weevil (Rob Lowe). Directed by Craig Maizen, the
film was well received — by those few who saw it —
for its smart dialogue and silly cast.
The Duo (2001) is a direct-to-video "mockumen-
tary" in which a reporter (Marie Black) tries to make
a film about two masked Texas twenty-somethings
who think they're superheroes. Best Man (Bill Wise)
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?o 9
Captain Action
is vaguely gayesque and wears parts of a tuxedo,
while sidekick Buddy Boy (Ryan Wickerham) can use
his staring powers to warp minds and force people
to incessantly hula hoop. Sure to maintain a higher
profile is The Incredibles, a 2004 animated film
from Disney about a suburban superhero family.
Although the age of camp superheroes is defi-
nitely a thing of the past, making fun of the campy
superhero concept is definitely part of the appeal of
Comic Book: The Movie. Directed by and starring
Star Wars' Mark Hamill, the direct-to-video
film (2003) follows the travails of Donald
Swann, #1 fan of popular 1940s hero
Commander Courage, as he
attempts to film a documen-
tary at the San Diego Comic-
Con International. Real-world
comic-book creators make
cameos in the film, including
Paul Dini, Peter David, Scott
Shaw, Mark Evanier, and
someone whose initials fol-
low the dash. — AM
Captain
Action
Captain Action, the original superhero
action figure, owes his existence to Bar-
bie. When Mattel premiered its dress-up
doll in 1959, it also launched the
"razor/razor blade" concept: marketing a
host item (the "razor," or the Barbie doll),
with supplemental accessories (the "razor
blades," or Barbie's clothing). Barbie's ram-
pant success inspired toy makers Stanley
Weston and Larry Reiner to attempt a similar
product for boys, the result being Hasbro's Gl
Joe, a generic military fig-
ure complemented by an
Captain Action (circa 1966) ©
ART BY MURPHY ANDERSON, INKED
PENCILS.
escalating line of combat garb and gear. Gl Joe so
took the nation by storm in 1964 that Weston and
Reiner repackaged their idea in a superhero con-
text, knocking on the door of Reiner's employer,
Ideal Toys. And so Captain Action, a twelve-inch
superhero figure with additional crime-fighting cos-
tumes (all sold separately), was
launched in 1966.
The original line of Captain
Action uniforms consisted of
Superman, Batman, Aquaman, Cap-
tain America, Sgt. Fury, Flash Gordon,
the Phantom, Steve
g Canyon, and the Lone
Ranger, popular charac-
ters representing five dif-
ferent licensors, a concerted
effort that now seems impossi-
ble in today's competitive mar-
ket. Solid sales, bolstered by a
ubiquitous advertising cam-
paign on television and in comic
books, sparked an increase of product in
1967, including more costumes (with the
popular Spider-Man joining the line, along
with other heroes), play sets, and acces-
sories, plus the sidekick Action Boy, also
marketed with additional uniforms (Robin,
Superboy, and Aqualad). Captain Action
was merchandized outside of Ideal's figure
ne, with a card game, inflatable swim ring, and
Halloween costume released.
Captain Action sales began to shrink in 1967,
but not so much that Ideal abandoned the concept.
In 1968, the company issued Captain Action and
Action Boy in redesigned packaging and added a vil-
lain, the blue-skinned alien Dr. Evil (not to be con-
fused with the character from the Austin Powers
movies). DC Comics published five issues of a
Captain Action comic book beginning in 1968,
illustrated by Wally
& ™ Karl Art Publishing, Inc. Wood and Gil Kane,
IN 2002 OVER UNUSED 1966
marking the first toy-
tvo
TH£ SUPBBHeiZO BOOK
Captain America
inspired comic book (over time, Hot Wheels, The
Micronauts, Rom: Spaceknight, and others would
follow, including, coincidentally, Barbie and GUoe).
Writer Jim Shooter, in Captain Action #1, created a
true identity for Captain Action — Clive Arno (note
the initials) — and provided him with a host of pow-
ers from coins imbued with the abilities of ancient
gods. These efforts came too late: Captain Action
toys and comics disappeared in 1969.
Yet Captain Action maintained a loyal collec-
tors' audience. In 1995, Karl Art Publishing
obtained the Captain Action copyright through the
publication of a one-shot comic book. Playing Man-
tis, a producer of reissued baby-boomer toys,
acquired the action-figure license in 1998. Captain
Action and Dr. Evil reappeared, along with costumes
of classic heroes and villains. Even Action Boy
returned, renamed "Kid Action" due to copyright
restrictions. But publishers DC and Marvel refused
to grant licenses for their characters, and without
the identifiable Batman, Spider-Man, and the like to
support the line, Captain Action was canceled once
again in 2000. While his two leases on life have
failed to make him famous, Captain Action remains
a nostalgic favorite, and a book celebrating his his-
tory, Captain Action: The Original Super-Hero Action
Figure, was published in 2002. — ME
Captain America
Captain America may not be the first patriotic
superhero — that title belongs to the Shield — but he
is by far the most enduring and most widely recog-
nized of those wrapped in the red, white, and blue.
Probably more than any other character of the last
sixty years, the good Captain has been rendered by
artists and writers to reflect the mood of the nation.
In March 1941, Captain America's creators, Joe
Simon and Jack Kirby, fashioned his origin after the
simplicity of a prewar America: Having been rejected
by the army, effete beanpole Steve Rogers volun-
teers to be a guinea pig for the government's top-
secret super soldier serum. One injection from the
brilliant Professor Reinstein and the pale army
reject is transformed into the steel-jawed, muscle-
rippling Captain America, complete with red-white-
and-blue costume, winged mask, chain mail shirt,
and stars-and-stripes shield. His mission is clear:
"We shall call you Captain America, Son! Because
like you — America shall gain the strength and will to
safeguard our shores!" Reinstein gets shot and his
Nazi assassins soon taste the swift, hard knuckles
of the nation's newest hero. In due course, Rogers
joins the army, acquires a kid sidekick — plucky regi-
mental mascot Bucky Barnes — and embarks on a
career of enthusiastic Nazi-bashing.
Simon and Kirby clearly established Captain
America's identity from the very first issue they creat-
ed for Marvel (then Timely) Comics, audaciously
showing Cap landing a righteous haymaker on the
Fuhrer's chin — on the cover itself! Here was a hero
who could protect the free world almost a year before
the United States would enter World War II. And if
Cap was our hero, then Rogers represented every
American soldier who would soon fight for his coun-
try. The early stories were simple, straightforward
tales peopled with bizarre villains such as the Hunch-
back of Hollywood, the Black Toad, Ivan the Terrible,
and assorted fifth columnists. Chief among the bad
guys was the Red Skull, a seemingly invincible Nazi
whose face literally was a crimson skull, and who
would return again and again. As straightforward as
all that derring-do was, it was also gripping, exciting,
and fast-moving, and with Kirby's dramatic art the
comic was one of the most widely read titles of the
Golden Age era (1938-1954).
From Captain America's beginning, audience
identification and participation were central to his
success. The first issue announced the creation of
"The Sentinels of Liberty" Fan Club, which eager
young fans could join for a modest dime, entitling
them to a membership card and metal badge. The
club proved so popular that the government plead-
ed with Marvel to wind it down; the badges were
eating up too much precious metal, which could be
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Captain America
better used in the imminent war. More significantly,
in Bucky readers had a role model they could identi-
fy with: a boy much like themselves who bravely
fought beside their idol with only his two sharp fists
to defend himself. It wasn't long before he was
given his own strip as leader of the Young Allies kid
gang, who would be featured in more than forty sto-
ries in titles such as Kid Komics and Marvel Mys-
tery, as well as in their own eponymous comic book.
By the time of Pearl Harbor, Captain America
had become Marvel's top-selling title (at almost 1
million copies a month), and over the course of the
war Cap and Bucky fought the Axis Powers on both
fronts. After ten wonderful issues, the comic's cre-
ators were enticed away to rival company DC
Comics, but their replacements — tyro writer/editor
Stan Lee and various artists including Syd
Shores — handled things well in their absence. In
1943 the character received the honor of his own
Republic Pictures serial, The Adventures of Captain
America — confirmation (if any were needed) of his
potent iconic status. Then, at the height of Cap's
popularity, disaster struck: the war ended.
After military discharge, Cap and Bucky set-
tled into life as teacher and pupil at a New York
slum school, and took the good fight to home-
grown mobsters, miscreants, and monsters. But
while the country had embraced superheroes in
wartime, peace brought an upsurge in crime, funny
animal, Western, and romance comics — every-
thing, in fact, except superheroes. In an effort to
broaden their dwindling readership, Marvel stuck a
conveniently wounded Bucky into the hospital and
replaced him with Cap's longtime squeeze, Betty
(or Betsy, depending on the writer's mood) Ross,
a.k.a. Golden Girl. Perhaps unsurprisingly, the gun-
toting, high-heeled, evening gown-wearing Golden
Girl failed to resonate with the stalwart Sentinels
of Liberty club members, and in 1950 the comic
was canceled.
Barely four years later, a very different Cap
returned. Stan Lee sensed that the country, rocked
by the Korean War, was in need of heroes again,
and so he reintroduced Captain America, Human
Torch, and Sub-Mariner in the dubiously titled Young
Men #24. Steve and Bucky were still at school (and
still fighting the Red Skull) but the comic's subtitle
said it all: This was "Captain America, Commie
Smasher" — a hero for the McCarthy era. Over the
course of sixteen stories, the intrepid pair beat the
stuffing out of reds from Eastern Europe to Egypt
and from China to Vietnam. But the public simply
did not warm to them as they once had. Lee's
instincts were right but he was just a little too early;
a mere two years later, DCs revival of the Flash
sparked off the great superhero revival of comics'
Silver Age (1956-1969).
By late 1963, Marvel's own Silver Age heroes
were beginning to find a large and enthusiastic
audience, and with both the Torch and Sub-Mariner
successfully given new life (in a revised version as
a member of Lee & Kirby's Fantastic Four and as a
guest-star in the same team's book, respectively),
surely the time was ripe for the good Captain once
more. Lee was cautious at first, starring Cap in a
Human Torch story and having him turn out to be an
impostor, and then reintroducing him properly in
Avengers #4 (1964). It seems that, following a
pitched battle in the dying days of World War II with
the hooded Baron Zemo, in which the pair try to
defuse a deadly drone aircraft, Bucky bit the dust
and Cap ended up floating in the ocean in ice-
induced suspended animation. (Why Cap and Bucky
had seemed to still be alive in the 1950s would be
explained a bit later on.) The Rip Van Winkle of
comics immediately joined the Avengers, gained an
ersatz Bucky in Rick Jones (with his own would-be
young allies, a group of intrepid wireless hams
called the Teen Brigade), fought copious colorful vil-
lains, and started brooding about the past. Within a
year of his revival, he had graduated to his own
strip in 7a/es of Suspense, a title he shared with
Iron Man, and was well on his way to becoming an
icon all over again.
However, despite all manner of merchandise
and deliriously exciting art from the returning Jack
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Kirby, the character would never be as popular as
Marvel's powerhouse headliners Spider-Man, the
Fantastic Four, or the Hulk. As an admission that
the strip was at its most potent in World War II, this
revival almost immediately resorted to "untold
tales" of the war, and when that did not quite work
Lee brought back the Red Skull and various ex-
Nazis. But if it never again hit the commercial
heights of the past, the strip was nevertheless a
cornerstone of the "Marvel Universe" and, with Lee
and Kirby at the peak of their powers, the late
1960s stories were a compelling read. In 1968 Cap
graduated to his own solo comic and, despite Kirby
defecting to DC (once again), the character has
been published continuously ever since.
Very much a man out of time and something of
an elder statesman among superheroes, the 1960s
Cap was essentially an establishment figure who
became the de facto leader of the Avengers, a part-
time agent of S.H.I.E.L.D. (Marvel's James Bond-ian
take on the FBI), and a father figure to Rick Jones.
Indeed, for a short period in the early 1970s, Rick
actually donned Bucky's costume and, although that
did not quite work out, it was clear that Cap worked
best with a partner. That troubled decade saw the
rise of women's lib, black power, and introspection,
and the strip reflected America's sense of change
and uncertainty. Cap's girlfriend Sharon Carter pre-
ferred life as a jump-suited agent of S.H.I.E.L.D. to
the "domestic bliss" of a married life tied to the
kitchen and kids. In 1971, Captain America gained
a new partner in black social worker Sam Wilson,
a.k.a. the Falcon, and for a short time became an
NYPD cop on the beat in Harlem's ghettoes. Per-
haps most tellingly, one storyline had the Captain
doing that most 1970s of things, getting on his
motorcycle and heading out into the country in
search of the "real" America.
By the mid-1970s, Stan Lee had left the comic,
and young scripter Steve Englehart took Cap into
deeper, darker waters. The 1950s Captain America
and Bucky were revived (literally!) and revealed to
have been government doppelgangers who had
Captain America #106 © 1968 Marvel Comics.
COVER ART BY JACK KIRBY AND FRANK GIACOIA.
themselves been put into suspended animation
after their overzealous red-baiting got completely
out of hand. In a lengthy tale that cleverly echoed
Watergate, the "Campaign to Rejoin America's Prin-
ciples" was revealed to be a cover for the evil
"Secret Empire" and the government's insidious
corruption horrified our hero. Sickened at what he
saw as the betrayal of his country, Cap quit in dis-
gust, briefly becoming a character called Nomad
("The Man without a Country," get it?) before his
innate patriotism got the better of him. 1976 was
the year of the Bicentennial, and of course Cap had
to have his own take on the celebrations, fighting
an underground band of neo-royalists (courtesy of
Jack Kirby on his third tour of duty at Marvel).
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Captain America in the Media
Throughout this period, the character was a con-
sistently merchandised property, from dolls and
posters to toy cars and clothes. The Reagan years
were similarly something of a disappointment for the
strip. Kirby had not handled the Falcon well and,
despite his potential as a counterpoint to Cap's con-
servatism, he was rarely more than a second stringer.
After almost ninety issues as co-star, Sam Wilson was
written out of the comic and faded into obscurity. Soon
after that, Sharon Carter was ignominiously killed,
which was a cue for the perpetually morose Captain to
become ever more introspective. This search for
meaning in his life culminated in Cap considering a
presidential bid — perhaps the logical conclusion to a
lifetime wrapped in the flag. (The Falcon entered poli-
tics a few years later, trading in his costume for life as
a congressman.)
The 1980s came to be dominated by the writing
of Mark Gruenwald, who stayed on the strip for an
astonishing ten years and adopted a more lightheart-
ed approach as a counterpoint to the previous
decade's upheavals. The strip had always featured a
number of recurring villains, including the outrageous-
ly camp French martial arts expert Batroc the Leaper,
the large-headed Modok, insidious crime cartels
A.I.M. and H.Y.D.R.A., and of course the ever-present
Red Skull. Under Gruenwald, the villains expanded
exponentially but the comic perhaps lost some of its
individuality in the process. One exception to this
was a witty response to recession-era cutbacks, in
which the government stripped Steve Rogers of his
costume, claiming that they were no longer getting
their money's worth. His replacement, the Super-
Patriot (later known as USAgent), soon discovered
that, like the similarly ill-conceived new Coca-Cola,
life as a living legend is far from easy. Inevitably, the
original Cap ("Classic Cap," anyone?) returned, but
the departing Gruenwald handed his successors the
most poisoned of chalices by killing the character off;
it seems that the super serum that had kept him
going all those years had finally run out.
But there are always more comics to be print-
ed, more movies to be made, and more merchan-
dise to sell. It is an accepted fact, of course, that
no one stays dead in comics for very long. One
blood transfusion — from the Red Skull, no less —
and Cap was back as good as new. So, too, was
Sharon Carter, and in fact the 1990s and 2000s
saw an endless series of new directions, relaunch-
es, returns to basics, and yet more relaunches.
Longtime readers have now learned to expect sever-
al inviolable certainties: that Cap will regularly pine
for the dear, departed Bucky; that no matter how
many painful deaths he may suffer, the Red Skull
will always come back for more; that you are never
more than a few issues away from a World War II
flashback; and that a new direction is always
around the corner. These have included the revela-
tion that the super soldier serum was originally test-
ed on black GIs, one of whom briefly adventured
before Steve Rogers; hints that Cap was frozen on
purpose by a government that feared he would
oppose the bombing of Hiroshima; yet another
death (in Captain America vol. 3 #50), his resurrec-
tion from which remains unexplained; and a new
2004 Captain America and the Falcon comic by
acclaimed writer Christopher Priest.
Cap's current incarnation, which again unerring-
ly taps into the Zeitgeist, sees the character rein-
vented as a four-color foot-soldier in the fight
against terrorism — albeit one facing serious moral
quandaries — which only goes to show his longevity
as a symbol of America itself. This superhero, who
is literally wrapped in the flag, proudly symbolizes
his country and will no doubt continue to do so for
as long as comics are published. — DAR
Captain America
in the Media
As war loomed in 1941, the citizens of the United
States were caught in a maelstrom of patriotism.
Comics creators Joe Simon and Jack Kirby wanted
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Captain America in the Media
to translate those patriotic ideals into a superhero
for Timely (later Marvel) Comics, so they created
Captain America, a supersoldier dressed in the red,
white, and blue of the country's flag. The shield-
slinging hero was a hit, whether he was combating
saboteurs and spies, or villains such as the Red
Skull. It was only natural that Hollywood was set on
taking its own swing at bringing Captain America to
the masses.
Republic Pictures was famous for its film seri-
als, a series of short fifteen- to twenty-minute films
that played every week (usually Saturdays) in the-
aters. Since each chapter of the serial ended in a
nail-biting cliff-hanger, children and adults alike
would return each week to see how their hero
escaped to triumph over evil. Since Captain Ameri-
ca didn't fly or have any otherworldly powers, Repub-
lic knew that not only would the character be popu-
lar with the public, but a Captain America serial
would be cheap to film as well.
Republic optioned the rights to Captain Ameri-
ca in 1943. Incredibly, Timely didn't charge Republic
any money for the film rights, thinking of the serial
as a promotional tool rather than as merchandising!
Republic filmed the fifteen-part Captain America
serial in the fall of 1943, and debuted the first
chapter on December 31 of that same year. Dick
Purcell played Cap, but the script was anything but
true to the comics. Instead of soldier Steve Rogers,
our hero was secretly District Attorney Grant Gard-
ner. Instead of wielding a shield against Nazis, Cap
fought criminals with a gun and his fists. At least
the costume was reasonably similar to its four-color
counterpart, though it lacked the wings on its cowl,
and the tall buccaneer-style boots.
The ultra-violent serial found Captain America
fighting against the deadly Scarab, his Purple Death
poison, his experimental "dynamic vibrator," and his
plans to use a serum that brought the dead back to
life. Seen today as one of the better superhero seri-
als ever produced, Captain America did well in the
theaters, but Republic had already decided to stop
making superhero serials. The death of Purcell
shortly after filming sealed their decision. A few
years later the serial was released, unchanged, as
The Return of Captain America.
Captain America didn't resurface in Hollywood
until 1965, when animators and producers Robert
Lawrence, Grant Simmons, and Ray Patterson
founded the animation company Grantray-Lawrence.
They created a syndicated daily animated program
for television called The Marvel Super-Heroes; each
day spotlit a different hero with a three-part adven-
ture. Captain America was Monday, The Incredible
Hulk was Tuesday, Iron Man was Wednesday, Mighty
Thorwas Thursday (naturally), and Sub-Mariner was
Friday. The Captain America theme song was incred-
ibly catchy, with its lyrics that proclaimed, "When
Captain America throws his mighty shield, all those
who chose to oppose his shield must yield! If he's
led to a fight, and the duel is due, then the red and
the white and the blue will come through. When
Captain America throws his mighty shield!"
To call the animation acceptable would be char-
itable. Through a process called Xerography, art-
work was transferred directly from Marvel comic
books onto animation eels. It was then given a
slight movement by jiggling the eel or sliding it
across a background. Occasionally, blinking eyes or
moving hands would give the illusion of movement.
The stories were taken from issues of Tales of Sus-
pense and The Avengers, and were thus very faith-
ful to their origins. Despite only one season of pro-
duction, The Marvel Super-Heroes show was popu-
lar enough to remain in syndication for many years,
and still resurfaces on the video market today.
Following the success of The Incredible Hulk
television series in 1977, Universal optioned several
Marvel superheroes for CBS telefilms. If successful,
they would be used as pilots for a series. Following a
Dr. Strange flop, Universal released a two-hour Cap-
tain America TV movie on January 19, 1979. The film
was dreadfully slow, with many alterations from Cap's
comic book origins. Now, Captain America was Steve
Rogers Jr., the son of the original. Rogers Jr. (actor
Reb Brown) wanted to be an artist, but when he was
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Captain Atom
given the F.L.A.G. (Full Latent Ability Gain) serum
developed by his late father, he became a motorcy-
cle-riding hero for the government. His costume was
radically different from the comic book outfit, and his
shield was clear Plexiglas (doubling as a motorcycle
windshield) with some stripes and a star.
With a plot that included a criminal master-
mind who planned to blow up Phoenix, Arizona, with
a neutron bomb, Captain America bored viewers
and received low ratings, but CBS wasn't ready to
give up yet. A second pilot aired in two parts, on
November 23 and 24, 1979. This was alternately
called Captain America //and Captain America:
Death Too Soon, and featured the comic book cos-
tume and noted horror actor Christopher Lee as the
mad scientist villain, Miguel. Ratings weren't
enough to start a franchise, however.
Captain America next guest-starred in two
episodes of the animated Spider-Man and His
Amazing Friends show (1981-1983), teaming up
with Spider-Man and other heroes to battle Kingpin,
Dr. Faustus, and the Chameleon. He also appeared
in the syndicated Spider-Man animated series dur-
ing the 1981-1982 season.
Several announcements in Hollywood industry
trade papers saw Captain America promised for
more feature film action in 1984 and 1986, but it
wasn't until 1989 that a new live-action film went
into production from Menachem Golan's 21st Cen-
tury Film Corporation. Shot in Yugoslavia, the movie
starred Matt Salinger (son of writer J. D. Salinger)
as Steve Rogers/Cap, and Scott Paulin as the Red
Skull. The film began with a close approximation of
the comics' origin story, including Cap being frozen
in a block of ice after being strapped to a rocket by
the Red Skull. Thawed out in the 1980s, he once
again found himself facing his ancient Nazi enemy.
Although Columbia agreed to release Captain
America to theaters in 1990, the feature was
delayed for two years, eventually being sent direct-
to-video in the United Kingdom in 1991 and the
United States in June 1992. With a low budget and
a rubbery costume for its hero, Captain America is
not a perfect film, but it isn't quite as horrid as
some reviewers have opined.
Regardless of the low profile that movie main-
tained, Cap has become one of those characters
that can be seen everywhere in pop culture. Wyatt,
one of the two counterculture heroes of the cinemat-
ic classic Easy Rider (1969), is better known by his
nickname of "Captain America," and Captain Ameri-
ca's name became a synonym for an ailing super-
power in the Kinks' 1979 song about the post-Water-
gate USA, "Catch Me Now I'm Falling." When a later
rock band, eventually known as Eugenius, tried to
call itself Captain America, Marvel threw its mighty
shield with a threatened lawsuit, though when Cap
was hauled into court again in Joe Simon's high-pro-
file early 2000s suit to reclaim the rights to the
character, this superhero became one of the few to
star in both the entertainment and the news media.
In the years since the Captain America film,
the patriotic hero has appeared in a handful of ani-
mated adventures. He appeared in a flashback
(with X-Men hero Wolverine) for the fifth and final
season of Fox's popular X-Men series in
1996-1997, then alongside other World War II
heroes in a three-part adventure for Spider-Man's
fourth season in 1997-1998. Although Fox com-
missioned and developed a Captain America ani-
mated pilot in 1998, plans did not proceed. As of
2004, Captain America's final television appear-
ance was in several episodes of Fox Kids' The
Avengers in the 1999-2000 season. The resilient
patriotic hero has rarely stayed on ice for very long
though, so new Captain America adventures are
likely to come in the future. — AM
Captain Mom
Captain Atom holds a special place in comics histo-
ry — not so much as a creation himself as for one of
his creators. The Captain was the main hero from
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Charlton Comics, the independent-minded, eccen-
tric, and largely unloved publishing house from
Derby, Connecticut. Captain Atom made his first
appearance in 1960 in the pages of one of the com-
pany's science fiction and mystery comics, Space
Adventures (issue #33). He preceded Marvel's more
famous Fantastic Four by some twenty months and,
more to the point, Steve Ditko's Spider-Man by two-
and-a-half years. Ditko had been Charlton's star
artist for many years and was establishing himself
at Marvel at the same time, but Captain Atom
marked his first significant work on a superhero and
laid the foundations for his later success as one of
the decade's most important artists.
Captain Atom's opening story in Space Adven-
tures, by editor/writer Pat Masuli and Steve Ditko,
reveals how rocket specialist and air force captain
Allen Adam loses a screwdriver during some last-
minute adjustments to a missile's nuclear warhead,
and unwisely delays his exit by looking for the tool.
Unable to leave the rocket in time, he is accidentally
launched into space and blown to atoms when the
missile explodes. Incredibly, he somehow manages
to reconstruct himself and reappear in his military
base back on Earth, shooting off radiation from
every pore in his body. Military scientists quickly
devise a sparkly yellow-and-red costume (with a red
starburst and an atomic symbol on its chest) to con-
tain all the radiation, and thus a new superhero —
Captain Atom — is born. Captain Atom soon discov-
ers that he can fly as fast as a rocket (100,000
miles per hour), adjust his molecular structure to
walk through walls, endure temperatures as high as
10,000 degrees Centigrade, and pack enough of a
punch to destroy an errant missile.
Captain Atom's origin story and powers resem-
ble those of Doctor Solar (Gold Key Comics) and
Nukla (Dell Comics), other atomic physicist types
turned superheroes of the Silver Age (1956-1969).
The early Captain Atom stories ranged between five
and nine pages, and there were up to three adven-
tures per issue, of three general types. In the first
category, the hero was busy either helping small
Space Adventures #42 © 1961 Charlton Comics.
COVER ART BY STEVE DITKO.
children or rescuing satellites, planes, or people in
distress. The second story type involved some sort
of alien menace, often an extraterrestrial invasion
force or glamorous space sirens, usually from
Venus. The last and most common type of tale fea-
tured the hero foiling some sort of nuclear attack or
sabotage attempt by an unnamed Eastern Bloc dic-
tatorship, and indulging in the sort of violent red-
baiting not seen since the days of Captain America,
Commie Smasher. There was no room for character-
ization or supporting cast, and were it not for
Ditko's art the strip would probably have remained a
minor footnote in the history books.
After ten issues, Captain Atom bowed out of
Space Adventures with issue #42, but Ditko and
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Captain Atom
superheroes went on to great things and, by the
mid-1960s, Charlton decided to cash in on the pop-
ularity of both by reprinting old Captain Atom strips
in three issues of Strange Suspense Stories
(#75-#77, 1965). This venture proved successful
enough to prompt a new series of Captain Atom
comics (carrying on the numbering from Strange
Suspense Stories at #78) from writer Joe Gill and,
once again, Steve Ditko — moonlighting from his Spi-
der-Man and Dr. Strange commitments. In fact,
Ditko gave up his duties on the Hulk series to
return to Captain Atom.
Initially, the new Captain Atom stories were
much the same as the old, with the predictable
alien invasions, but Atom did get his own supervil-
lain at last — the brightly costumed Dr. Spectra. With
issue #82, incoming Charlton editor Dick Giordano
shook things up a bit by introducing a new, young
writer (David Kaler) and a female companion (Night-
shade), while in issue #84 Atom was given a new
silver-and-blue costume and a regular backup fea-
ture (the new Blue Beetle). Nightshade was, like
Captain Atom, a government agent — in her case, as
an expert at the martial arts — and the pair soon
found themselves tackling industrial spies and
supervillains such as the Ghost, Punch and Jew-
elee, and a returning Dr. Spectra. In civilian life,
Nightshade was wealthy heiress Eve Eden, who
chose to fight crime secretly after her mother's
assassination. In an unusual twist, it was later
revealed that her mother was a princess from a
magical dimension, who was killed by aliens. By and
large, the new direction was a definite improve-
ment. Giordano had created a whole superhero line
for Charlton, spanning comics as diverse as Thun-
derbolt, Judo-Master, The Fightin' Five, Hercules,
and Sarge Steel, but sales were disappointing, and
none of these comics lasted more than two years.
Captain Atom's final issue was #89 in late
1967, though the unpublished #90 was later serial-
ized in the fanzine Charlton Bullseye. After a couple
of reprint series from Charlton in the late 1970s,
enterprising publisher Bill Black created a super-
group out of the (by then defunct) Charlton heroes
for a one-off adventure, in 1983. The Sentinels of
Justice featured Captain Atom, Blue Beetle, Night-
shade, and the Question. However, when The Sen-
tinels reappeared two years later, it was with an
entirely new line-up. By that time, Giordano had
become a senior executive at DC Comics and,
remembering his fondness for the old Charlton
heroes, persuaded the company to buy their rights.
Consequently, in 1987 a new Captain Atom
arrived on the shelves. This was Nathanial Adam, a
condemned traitor who had volunteered for a mili-
tary experiment involving his being placed near a
detonating nuclear bomb. The explosion sent Adam
into a quantum field, from which he returned twenty
years later with powers and (silver) costume similar
to those of the original Atom. This new Captain
Atom worked covertly for Air Force intelligence
under General Wade Eiling, who (strangely enough)
had adopted Adam's now grown-up son at the time
of the experiment. The strip was developed by writer
Cary Bates and artist Pat Broderick, and it soon
proved popular enough for its star to join the Jus-
tice League of America. Over the course of fifty-
seven issues, the Captain battled with such villains
as Plastique, Major Force, and a new Dr. Spectra,
and he rubbed shoulders with Blue Beetle and
Nightshade once again.
In 1991, with the series in decline, Captain
Atom was penciled in as the hero-turned-bad for
DCs Armageddon 2001 series, but a leak to the
fan press saved him and he became one of the
comic's stars instead. However, as a government
agent with a criminal background, the new Captain
had none of the wholesome appeal of his predeces-
sor, and it is no surprise that he became a founding
member of the brutal Extreme Justice Group in
1995. Extreme Justice, which also included Maxi-
ma, Booster Gold, and Blue Beetle, was conceived
as a home for heroes who felt that the Justice
League was too soft on criminals, and it was a
largely unloved example of the 1990s craze for
darker, more violent heroes. It lasted for nineteen
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Captain Britain
issues, and Captain Atom has mostly faded from
view ever since. Even so, the earlier artwork of
Steve Ditko will no doubt continue to create interest
in the hero for years to come. — DAR
Capfain 0rrfcafri
Superheroes constantly draw upon myth and folk-
lore as their archetypal source material, and the
legend of King Arthur (popularized in the fifteenth
century by Sir Thomas Malory's Le Mort D 'Arthur) is
one of the mythic wells to which comics creators
constantly return. Created by British-born X-Men
writer Chris Claremont and Incredible Hulk artist
(and Cornwall resident) Herb Trimpe as the flagship
character for Marvel Comics' new United Kingdom
line (and debuting in Captain Britain Weekly vol. 1
#1, October 13, 1976), Captain Britain unambigu-
ously draws upon the Arthurian mythos, mixed with
a dollop of Captain America, a national symbol from
the States (where Captain Britain would not debut
until 1978, alongside Spider-Man in Marvel Team-
Up #65 and #66). The Captain would then vanish
again from the sight of American readers for anoth-
er decade, except for the lucky few who stumbled
across imported British comics at the local comics
shop. While Captain Britain's popularity grew steadi-
ly in the United Kingdom through the first half of the
1980s (though other British heroes, such as Brian
Bolland's tongue-in-cheekily ultraviolent Judge
Dredd, had a decided head start), the Captain had
scant opportunity to replicate that burgeoning suc-
cess in America.
Thames University graduate student Brian Brad-
dock, already a brilliant young scientist in the mode
of Peter Parker (Spider-Man), is working as a
research assistant at England's Darkmoor Research
Centre when the facility is attacked by a super-crimi-
nal known as the Reaver. Panicked, Braddock flees
on a motorcycle, but the attackers pursue him, caus-
ing a fiery crash. The mortally injured Braddock then
experiences a vision in which the sorcerer Merlin
and the goddess Roma offer to make him Britain's
superpowered champion. They bid him to choose
between two mystic talismans, the Amulet of Right
and the Sword of Might. Braddock selects the
amulet, and is immediately infused with mystical
energies that not only heal his injuries, but also
enhance his strength, stamina, and agility, and give
him the power of flight, thereby transforming him
into Captain Britain, a red-garbed figure with a gold
lion emblazoned across his chest (perhaps symboliz-
ing King Richard Lion-Heart) and a Union Jack-motif
mask which conceals his entire face (the costume
also amplifies Braddock's physical abilities via inter-
nal microcircuitry). In addition, the patron gods of
the British Isles give Braddock a staff called a "star
scepter," whose mystic properties greatly enhance
his hand-to-hand combat abilities.
Merlin, acting as Braddock's mentor, reveals to
his charge that the Braddock family has a mystical
connection to an extradimensional realm called Oth-
erworld, located at a cosmic nexus linking every
parallel Earth in the multiverse (known here as the
Omniverse). Here the newly minted hero becomes
the most powerful member of Merlin's Captain
Britain Corps — a group charged with protecting
Earth and all of its infinite parallel worlds from the
forces of evil, whether magical or scientific — bring-
ing to fruition the life's work of Braddock's late
father, scientist James Braddock. "[Merlin and
Roma] dipped me in magic and clothed me in sci-
ence," Braddock tells his telepathic twin sister Eliz-
abeth [Betsy] Braddock years later (Captain Britain
vol. 2 #1, 1985). "They made me a hero. They
dragged me screaming into the Omniverse ... I was
their creation, birthed in blood. I was Captain
Britain. They made me fight. And I liked it."
Despite his initial enthusiasm for the nonstop
costumed derring-do his mystic sponsors demand
of him, Braddock finds it difficult to balance his per-
sonal life (his desire to be a scientist) with his
superheroic responsibilities. This conflict spurs him
to problem drinking, gets him killed several times
(luckily these demises prove to be only temporary),
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Captain Britain
and leads him to take several sabbaticals during
the 1980s and 1990s. During his first leave of
absence from superheroics, Braddock hands the
mantle of Captain Britain off to his sister (who
would years later become the X-Men's Psylocke). He
resumes his costumed identity after the not-yet-
ready-for-primetime Betsy is blinded by the villain
Slaymaster, whom Brian then kills.
Captain Britain's early adventures achieved
only spotty success. Following the cancellation of
the first Captain Britain series in 1977, the United
Kingdom's homegrown superhero found himself
wandering among the various other British Marvel
titles (and the aforementioned two issues of Marvel
Team-Up in the States), landing first in the weekly
Super Spider-Man, then guest-starring in the weekly
Hulk Comic, in that title's Black Knight feature. Lon-
don's Financial Times characterized some of the
early Captain Britain tales as a "farrago of illiterate
SF nonsense." Claremont, who was succeeded in
Captain Britain #11 (1977) by writer Gary Friedrich,
has acknowledged that something was lacking dur-
ing Captain Britain's early outings: "Over the years
since his debut, the poor Captain more or less
floundered. Costume changes, role changes —
superhero action adventure segueing sideways into
outright fantasy and science fiction — but nothing
ever seemed to jell."
Things began to turn around in the early 1980s
when Marvel U.K. editor (later editor-in-chief) Paul
Neary decided to hire some of England's most gifted
young comics creators to bring Captain Britain to
life, beginning with artist Alan Davis and writer David
Thorpe in the U.K. monthly Marvel Superheroes
magazine (1981). Davis not only redesigned Captain
Britain's costume — transforming it into a more
dynamic red, white, and blue while retaining and
emphasizing its Union Jack aesthetic and making it
"friendlier" by revealing part of the Captain's face —
but also collaborated with writers such as Alan
Moore (destined for enduring fame on DCs The
Saga of the Swamp Thing and Watchmen) in revamp-
ing the character's mythos by injecting a compelling
y%0
balance of fantasy, realism, horror, and whimsy.
Claremont has called Moore's "Jaspers Warp" story-
line (beginning in 1982's Marvel Superheroes maga-
zine #387), in which a madman named Jim Jaspers
alters all of reality to suit himself, "one of the most
emotionally powerful stories Alan Moore has ever
written." After the hero had migrated yet again to
The Daredevils and Mighty World of Marvel, writer
Jamie Delano teamed with Davis in 1985 (beginning
with Captain Britain vol. 2 #1), building on the char-
acter's growing success with the introduction and
evolution-toward-humanity of Brian Braddock's
shapeshiftingwerewoman lover, Meggan.
In 1988 Claremont and Davis made Captain
Britain the focus of an England-based superhero
team known as Excalibur (Excalibur: The Sword is
Drawn #1), published in the United States by Mar-
vel Comics, a development that gave the character
his greatest stateside success, thanks to the
group's close relationship to Marvel's immensely
popular mutant characters the X-Men. Among the
Captain's teammates are Meggan and several expa-
triate American X-Men, including Rachel Summers
(the second Phoenix), Kitty Pryde (a.k.a. Shadow-
cat, possessed of the ability to walk through walls),
and the teleporting acrobat known as Nightcrawler.
During the course of the series, Captain Britain
apparently resolves the old conflict between his
superhero duties and his desire to do science, and
eventually loses his powers while preventing the
Dragons of the Crimson Dawn from opening a world-
threatening dimensional portal.
Excalibur proved extremely popular with the
worldwide legions of X-Men fans, though it never
enabled Captain Britain to make the leap to televi-
sion or film, and spawned very little in the way of
licensed products, either in England or the States.
Excalibur's final issue (Excalibur #125, 1998) pre-
sents the long-awaited wedding of Brian Braddock
and Meggan on Otherworld, after which the team
disbands, its American members returning home.
But the Braddocks' hopes of living a normal life
afterward go awry when Braddock gets involved —
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Captain Canuck
along with the Captain Britain Corps and allies Psy-
locke, Captain U.K., Crusader X, and the Black
Knight — in a battle to prevent an apparently insane
Roma from destroying Otherworld as part of an
attempt to conquer the entire Omniverse. The Cap-
tain frees Roma from the influence of Mastermind,
the artificial intelligence (created, ironically, by Brad-
dock's late father) that turns out to be the true cul-
prit in this cosmic malfeasance. Braddock then
accepts the Sword of Might from a grateful Roma,
bringing the blade together with the Amulet of Right.
Taking his place as the rightful ruler of Otherworld
and the protector of the Omniverse, Captain Britain
at last fulfills his Arthurian destiny, with Meggan
(his Lady Guenivere) at his side. — MAM
Captain Canuck
In the near future of 1993, Tom Evans is a scout-
master for the Boy Scouts when he has a close
encounter with aliens. Bathed by weird alien rays,
he develops powers of extra strength and speed.
Already a member of the Royal Canadian Mounted
Police, Evans leaves that organization to join the
Canadian Intelligence Security Organization
(C.I.S.O.). Costumed in a red-and-white outfit that
resembles Canada's national flag, Evans is code-
named "Captain Canuck" and dispatched on mis-
sions throughout Canada and elsewhere. At times,
Captain Canuck is aided by two other costumed
agents, Kebec and Redcoat. Eventually, Evans
resigns from the C.I.S.O., but continues doing hero-
ic deeds as Canada's best-known superhero, fight-
ing such villains as the manipulative George Gold,
alien Nyro-Ka, and Canuck's traitorous ex-partner,
Blue Fox.
Easily the best known Canadian superhero,
Captain Canuck was conceptualized by artist Ron
Leishman. When he met a fellow comic-book fan,
Richard Comely, at church in 1972, the two worked
at developing the character for a comic book. When
Leishman moved away, Comely continued work on
Captain Canuck Reborn #2 © 1994 Richard Comely/Sem-
ple Comics.
the hero on his own, self-publishing the debut issue
of Captain Canuck in July 1975 under the "Comely
Comix" imprint. A second and third issue appeared
in 1975 and 1976, respectively, but Comely Comics
folded sometime thereafter. Captain Canuck was
revived in 1979 with the publication of issue #4,
and new parent company CKR Productions (though
Comely Comics still appeared on the covers). The
series appeared bimonthly until April 1981's issue
#14 — including a 1980 Captain Canuck Summer
Special in its run — and then abruptly halted again.
Fondly remembered by many 1970s comics
readers in the United States and Canada, Captain
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Captain Marvel
Canuck was extremely ahead of its time. Not only
was it self-published and self-distributed, but it also
featured high-quality paper, painted color, flexo-
graphic printing, and more innovations that wouldn't
hit the American comic market until the early
1980s. Additionally, the series had quirky backup
stories such as barbarian Jonn, dark hero Catman,
and the fantasy adventurers in "Beyond." On the
main title, Comely's art and scripts were service-
able, but he tended to interject politics and religion
into his stories; for example, the Captain prayed
before missions. Better were the post-#4 issues
produced by Comely and artists George Freeman
(who eventually took over scripting as well) and
Jean-Claude St. Aubin.
The other aspect that Captain Canuck was
known for was publicity and memorabilia. Comely
managed to get tremendous press for his hero in
his native Canada and in many U.S. publications
throughout the comic's publishing run, although not
all of it was positive. Fans could join the Captain
Canuck Club (CCC) and get cards, newsletters,
stickers, autographed comics, and more. For the
general public, there were Captain Canuck T-shirts,
metal plaques, patches ("crests" in Canada), pens,
stickers, signed and numbered posters, and even a
chance to become a shareholder in the Captain
Canuck Corporation (this latter offer was
announced in the original series' final issue, #14).
Various Captain Canuck newspaper strips
appeared in some Canadian papers in 1976 and
other years, but the maple leaf-clad hero didn't
reappear in comics until 1993 (ironic, given that
this was when the original series was set). Richard
Comely relaunched the series as Captain Canuck
Reborn with issue #0, from Semple Comics, also
based in Canada. Issues were published in both
English-language and French-language versions.
This new Captain Canuck was Darren Oaks, and
despite having no superpowers, he fought against
global conspiracies. Two more issues were pub-
lished in 1993-1994, while the delayed issue #3
(1996) featured reprints of the 1995-1996 syndi-
x&
cated newspaper strip. But the series folded with
that issue, and Captain Canuck has once again
been retired, but he went out on the highest of
notes: with a national stamp!
On October 2, 1995, the Canada Post released
a set of five 45-cent stamps commemorating Cana-
dian superheroes, following the stamps with T-
shirts, mouse pads, and other merchandising. The
five heroes chosen to represent the country were
World War II hero Johnny Canuck, 1940s heroine
Nelvana of the Northern Lights, 1984's Northguard
martial artist heroine Fleur de Lyse, Superman (co-
created by Canadian Joe Shuster), and Captain
Canuck. Ahead of its time, Captain Canuck is still
fondly remembered by fans and comics historians
alike, in both the United States and Canada. — AM
Captain Afatvef
As of 2004, there have been five Captain Marvels,
the first of whom was Fawcett Comics' best-selling
character and the most popular superhero of the
Golden Age of comics (1938-1954). In 1966, noto-
rious schlock publisher Myron Fass published a few
issues of his own Captain Marvel, about which the
less said the better. Marvel Comics' hero, on whom
this entry focuses, premiered in late 1967, and it is
widely thought that the company primarily wanted to
copyright the name (as the publisher's success has
grown, it has become increasingly proprietary over
the name Marvel). Nevertheless, that first appear-
ance of the character in Marvel Superheroes #12
was one of the more unusual of the 1960s.
An earlier issue of the Fantastic Four had intro-
duced a large robot called the Sentry, which had
been sent to Earth by an alien race called the Kree,
who had apparently been visiting the planet for cen-
turies. To find out what happened to their Sentry,
the Kree send out an espionage unit headed by the
ambitious Colonel Yon-Rogg and including the
romantic couple of medic Una and Captain Mar-Veil.
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Captain Marvel
The Captain is dispatched undercover to assume
the role of a professor in the Cape Canaveral mis-
sile complex, where he meets beautiful security
chief Carol Danvers. Donning his white and green
space suit (which looks much like a superhero cos-
tume), he has all sorts of abilities, including flying
and super strength, which he has much use for as
he encounters all manner of monsters, villains, and
alien creatures. Confusingly, in his Kree identity he
is Mar-Veil but seemingly changes the spelling of
his name to Marvel when indulging in superheroics.
Much of the comic's tension issued from the
love triangle of Mar-Veil, Una, and Yon-Rogg, whose
ruthless attitude to the natives (us!) and designs
on the young nurse gradually forced the pacifist
Mar-Veil against his own people. Una was killed in
issue #11 — an unusual event in comics at that
time. Five issues later, an avenging Mar-Veil
returned home, where he foiled a coup and was
given even more powers, as well as a stylish new
costume. But he found himself stranded in the
Negative Zone, a kind of limbo.
Issue #17 saw a major change of direction,
courtesy of a new creative team: Roy Thomas and
Gil Kane. A spectral Captain Marvel convinces
perennial boy sidekick Rick Jones to try on a pair of
wrist bands (or Nega-bands), which when struck
together enable him to switch places with the lad.
Having initially taken the character's name from
Fawcett, Marvel was now very cheekily adopting the
transformation from boy to man that made Faw-
cett's Captain Marvel so popular. Following several
periods of cancellation, Jim Starlin took over cre-
ative duties, and things started to get very cosmic.
Starlin crafted an epic intergalactic battle that saw
his arch-villain Thanos journeying to Earth from his
home on Saturn's moon Titan, to find the Cosmic
Cube and thereby take over the universe. In the
granite-faced Thanos and his colorful entourage of
lackeys and foes, Starlin had created an exciting
cast of intergalactic characters, which would feature
in Marvel for decades to come.
Captain Marvel #33 © 1974 Marvel Comics.
COVER ART BY JIM STARLIN.
The Thanos saga ran from issue #25 to #35,
to much acclaim, and was followed up by a bizarre
story featuring Nitro (a villain who blew himself up!),
after which Starlin was off to new pastures. The
book carried on in a solid enough manner, including
a story that de-coupled Mar-Veil and Rick, but was
never as popular again. In 1977, on-again off-again
romantic interest Carol Danvers was given her own,
short-lived comic as Ms. Marvel, complete with cos-
mic powers and a more revealing version of Mar-
Veil's costume (today she soldiers on as the
Avenger named Warbird). The final regularly pub-
lished Captain Marvel story came out in 1981, a
long time from his glory days, but one year later
Starlin came back for a graphic novel — Marvel's
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Captain Marvel Jr.
first — which wrapped up the series. His story
revealed that, in fighting Nitro, Mar-Veil had been
affected by radioactivity and, by the tale's end, our
hero was dead from cancer.
After an appropriate period of mourning (i.e., a
couple of months), Marvel, ever mindful of the dan-
gers of letting a copyright lapse, introduced another
Captain Marvel. This incarnation was statuesque
African American Monica Rambeau, who could turn
herself into pure energy. Following an early team-up
with Spider-Man, she went on to a long spell in the
Avengers (eventually being renamed Photon). As
she faded from view in the 1990s, yet another Cap-
tain Marvel appeared. This time, it was Mar-Veil's
previously unknown son Genis (whose growth had
somehow been accelerated), complete with cosmic
powers, his dad's costume, and a talent for teenage
whining. (Uncharacteristically for comics heroes,
Mar-Veil has stayed dead, though from the other
side of the grave fans got to see a lot of him in the
alternate-future series Universe X [2000-2001] and
Paradise X [2002-2003], which portrayed him as a
somewhat imperious self-styled messiah.) The late
1990s and early 2000s saw a number of relaunch-
es for Genis, including a twist in which he dons a
version of his father's first Kree costume, becomes
incredibly powerful, and goes mad. Even Rick Jones
has returned, proving that the more things change,
the more they stay the same. — DAR
Capfahi Mawet Jr.
With sales of Fawcett's Captain Marvel comics
increasing almost daily in the early 1940s, it is not
surprising that Fawcett Comics wanted another super-
hero to pull in the fans. Captain Marvel Jr. grew out of
one of the first intertitle crossovers, as Captain Mar-
vel and Bulletman battled the jackbooted Captain
Nazi from the pages of Master Comics to Whiz
Comics and back again. In the December 1941 edi-
tion of Whiz Comics (#25), Captain Nazi (effectively an
evil mirror image of Captain Marvel) plummets into
+
the sea near a small boat and, when its occupants
attempt to rescue him, he hurls them into the sea,
killing one and injuring the other. Well, what else
would you expect from someone called Captain Nazi?
Seeing that the kid is close to death, Captain Marvel
takes him to the ever convenient wizard, Shazam, who
transfers some of the elder Marvel's superpowers to
the lad, and — voila! — up pops Captain Marvel Jr.
As conceived by editor and writer Eddie Heron
with artist Mac Raboy, Junior was an athletic,
almost angelic-looking fourteen-year-old boy, clad in
a blue version of Captain Marvel's costume. Once
restored to his civilian identity of Freddy Freeman
(which happened whenever he spoke Captain Mar-
vel's name), he was a crippled newspaper boy, sell-
ing his wares on a windy street corner, propped up
on his crutches. To compound the misery of
comics' own Tiny Tim, the poor lad was an orphan
whose grandfather had been the old man killed by
Captain Nazi, and his meagre earnings were spent
on a shabby room in a nearby guesthouse. As read-
er identification went, it was a remarkable piece of
wish fulfilment to see the poor wretch metamor-
phose into the god-like hero. But astute readers
might also wonder why Freeman did not simply
remain in his superhero form, make vast amounts
of cash saving the world, and retire to a life of luxu-
ry; the idea clearly never crossed his mind.
One of the comic's great selling points was
undoubtedly Raboy's elegant, exquisitely drawn art-
work, which was far more realistic than that of the
Captain Marvel strip. However, Raboy was such a per-
fectionist that he soon found it almost impossible to
meet deadlines, and he hit upon the solution of past-
ing in photostats of previous drawings. In fact, some
pages were almost entirely made up of stats, with
new backgrounds provided by one of his assistants.
Raboy left Fawcett in 1944 but the feature carried on,
drawn by Bud Thompson, Kurt Schaffenburger, and
others, in both Master Comics and Junior's own title.
Throughout the war years, Junior repeatedly tan-
gled with Captain Nazi and amassed a gaggle of
supervillains, including Dr. Eternity, the Pied Piper, and
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Captain Marvel/Shazam!
Captain Nippon. In the postwar period, one villain
came to dominate the strip: the boy scientist-gone-
bad Sivana Junior, son of ... oh, you guessed — Cap-
tain Marvel's arch-foe, Dr. Sivana! Sivana Junior's evil
plots included potions to make himself a giant, induce
insatiable hunger, or provoke unstoppable jitterbug-
ging. As the decade progressed, however, the feature
came to be dominated by the fads of the day, such as
crime comics, juvenile delinquency comics, funny ani-
mal comics, and even horror. One remarkable cover
memorably showed Captain Marvel Jr. being strapped
to an electric chair and shot through with electricity.
That is not to say that the strip was all darkness and
no light, however, since our hero was just as likely to
be found speeding up the revolutions of the planet
Mars as fighting werewolves or gangsters.
Captain Marvel Jr.'s comic was canceled in 1953
along with the rest of Fawcett's superhero line and he
lay fallow until DC Comics' revival in the 1970s, when
he starred in a number of decent if unspectacular
strips. In the 1990s Power of Shazam revival he
played a somewhat more prominent role and also
briefly joined the Teen Titans (decades after his birth,
he was seemingly still a teenager) but, despite this
longevity, his true importance might actually lie some-
where altogether more surprising. Several sources
have suggested that a certain Elvis Presley was a big
fan of the character and modeled his look on Junior,
right down to the curls and insouciant quiff that set a
generation's hearts aflutter. In Las Vegas as well, it
seems that his cape was a tribute to the one Captain
Marvel Jr. wore, so the look that launched a thousand
imitators came from the comics — not bad for a news-
paper boy on crutches. — DAR
Captain
Mawet/Shazam!
In the pantheon of truly great original superheroes,
there are Superman, Batman, Wonder Woman, Spi-
der-Man, and the Hulk, and one other that is far
less well known today: Captain Marvel. In his hey-
day in the 1940s, the good Captain outsold every
other superhero, including Superman, and launched
a vast line of comics and merchandise, as well as a
decade-spanning lawsuit that ultimately brought his
entire empire crashing down.
By 1940, Fawcett Comics was already one of
the top publishing houses in the country and, sens-
ing that comics were becoming the next big thing,
the company decided to bring out its own super-
hero. Calling on staff writer Bill Parker, Fawcett ini-
tially wanted him to create six heroes, each with a
different attribute, but later decided to combine all
six powers into one person. Another staff member,
Charles Clarence ("C. C") Beck, was recruited from
the humor magazine department and, in February
1940, Captain Marvel was born in the pages of
Whiz Comics.
The first story opens with young, orphaned
newspaper seller Billy Batson being summoned by a
stranger into a nearby subway station, and in short
order the boy is whisked by subway car to the end
of a tunnel. Once there, the lad is confronted by a
long-bearded wizard named Shazam, who has been
hanging around for 3,000 years protecting the
world from evil. He declares that it is now Batson's
turn and, when the boy repeats the wizard's name,
"Shazam!", he is transformed into a red-suited
adult man with rippling muscles, a white cape, gold
boots, and a lighting-flash design on his chest. The
wizard instructs him that he now possesses six
great powers: wisdom from Solomon, strength from
Hercules, stamina from Atlas, power from Zeus,
courage from Achilles, and speed from Mercury (the
initials of each "donor" conveniently forming the
magic word, Shazam!). Whenever Captain Marvel
wishes to resume the form of Batson, he need only
repeat the word and the reverse transformation will
occur. Thrilled with his new body and seemingly lim-
itless powers, the Captain travels back to the sur-
face, failing to see the falling block of granite that
inconveniently squashes the old man. Still, he need
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Captain Marvel/Shazam!
not worry, since Shazam would reappear at various
points over the coming decade, seemingly none the
worse for wear.
In no time at all, Captain Marvel met and
defeated his first foe, the bald-headed mad scien-
tist Dr. Sivana (in the first of many, many such bat-
tles) and, as Billy Batson, had gained a job as a
radio announcer at station WHIZ. The story and art
were direct, simple, and charming, and the readers
loved the strip. While Superman's stories were
ostensibly serious and science-based, Captain Mar-
vel was a creation of magic, and literally anything
could happen in his adventures. They were also
underpinned by a wry sense of humor, as was soon
proved by the introduction of the bumbling would-be
superheroes, the Lieutenant Marvels. More impor-
tantly, the Captain (or "the Big Red Cheese" as he
was nicknamed by Sivana) was every boy's wish ful-
filment made flesh. Superman and Batman were
resolutely grown-ups but Billy Batson was a kid just
like his readers — apart from being able to change
into a dashing superhero (a sort of omnipotent big
brother or uncle figure) at the drop of a magic word.
Why relate to a sidekick like Robin when you can
imagine being the real thing?
Almost immediately, sales were colossal and, in
early 1941, Captain Marvel was given his own title.
Soon after, two spin-off characters, Captain Marvel Jr.
and Mary Marvel, began appearing in other Fawcett
comics. Later still, that pair spun off into their own
books, while Captain Marvel himself began to crop
up in such comics as All Hero and America's Great-
est Comics. Then, in 1945, all three characters
starred together in Marvel Family. By 1943, their
combined titles were selling almost 3 million copies
a month and the Captain Marvel comic itself was
appearing twice a month. At its peak, two years later,
the comic was selling an amazing 1.3 million copies
per issue, and was by a substantial margin the most
successful superhero comic on the stands.
The sheer quantity of product required by this
demand was too much for Parker (who was, in any
case, drafted in 1941) and Beck on their own, and so
Fawcett recruited a small army of creators. Writers
included Rod Reed and Eddie Heron, but it was the
prolific Otto Binder who was to define the true
essence of Captain Marvel over the course of his
451 scripts (which were part of more than 1,000 sto-
ries in total, if you include the whole range of Marvel
Family titles). The art was taken from two studios
(comics factories, almost) set up by Beck and part-
ner Pete Costanza, a third studio run by Otto Binder's
brother Jack, and Fawcett's own stable of talents,
including Marc Swayze. But it was Beck's simple yet
perfectly realized art that best characterized the Cap-
tain, his bold and almost cartoonish approach being
both exciting and humorous, and instantly accessible
to even the youngest reader. Binder was only one of
the thousands to recognize this, having said of Beck,
"The enormous success of Captain Marvel was due
primarily to the storytelling talents of Beck. He had
tremendous story sense and could see ways to
improve the flow of my scripts, or bolster up weak
parts. I believe I wrote good stuff in general, but
Beck's art made me seem a master."
Binder and Beck's finest hour was undoubtedly a
serial that ran in the pages of Whiz Comics for two
years during the darkest days of the war: "The Mon-
ster Society of Evil." The tale introduced an evil crimi-
nal genius named Mr. Mind, who gathered together a
group of villains including Sivana, Captain Nazi, Mr.
Banjo (now there's a name to conjure with!), King
Krull, and Ibac to do battle with the Big Red Cheese.
In a masterstroke that could only have worked in Cap-
tain Marvel stories, Mr. Mind turned out to be a partic-
ularly devious worm, much to the amazed delight of
the readers. Another anthropomorphic favorite was a
talking tiger called Mr. Tawny, who repeatedly roped
the Captain into his schemes to get rich, to become a
movie star, and similar escapades. A less successful
development was occasional sidekick Steamboat, an
unfortunately caricatured African-American boy who
was widely denounced by critics and has since been
airbrushed out of the comics history books.
With such rich material (and an enthusiastic
audience) to draw upon, Captain Marvel was among
% %b
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Captain Marvel/Shazam!
the most merchandised of Golden Age super-
heroes, probably second only to (him again!) Super-
man. Throughout the 1940s, all sorts of badges,
puzzles, planes, games, clothes, watches, figures,
and all-purpose do-dads spewed forth from the toy
companies. Fawcett itself was quick to introduce a
Captain Marvel fan club in 1941 and a Mary Marvel
club five years later. In 1941, Republic Pictures
released the highly regarded movie serial, The
Adventures of Captain Marvel, starring Tom Tyler
and Frank Coghlan Jr.
In his many hundreds of strips, Captain Marvel
tirelessly conquered an unending stream of villains,
but there was one enemy even he could not defeat —
his greatest rival, Superman, and the latter's litigious
publisher, DC Comics. As early as 1939, DC had suc-
cessfully prosecuted Fox Comics for their character
Wonder Man's similarity to Superman and, as soon
as it appeared that the Big Red Cheese was becom-
ing a serious rival, DC turned its sights on him. From
1941 to 1953, Fawcett and DC battled it out in court,
earning their lawyers a small fortune in fees before
Fawcett threw in the towel, agreeing to cease publish-
ing the character. It could be argued that just about
every superhero owed something to the character
that started the genre, and that Captain Marvel — of
all of them — owed the least to the Man of Steel.
However, by this point superhero sales were falling
and comics in general were suffering something of a
slump, following a media-led witch hunt and the
arrival of the Comics Code. So Fawcett had in any
case decided to shut down its entire comics division
and, rather than incur further court costs, they set-
tled with DC and the Captain was doomed to fly no
more — or so it seemed.
For many years before the lawsuit, Captain
Marvel stories were licensed all over the world,
and in Brazil and Great Britain when the reprints
ran out in the mid-1950s those comic publishers
simply drew their own stories. In Brazil the char-
acter was called Capitao Marvel, while in Britain
he was renamed Marvelman and starred in hun-
dreds of strips well into the 1960s. Back in the
THfttU TO
THE ADVENTURE
of me tAMous.
talking r/aee/
Captain Marvel #149 © 1953 Fawcett Comics.
COVER ART BY C. C. BECK.
United States, however, Captain Marvel lived on
in the memories of comics fans, and throughout
the 1960s he was a nostalgic figure in fanzines
and convention costume parades. No one would
have guessed that DC, of all companies, would
turn out to be the Captain's savior, but it was
indeed DC that, however ironically, licensed him
from Fawcett and began publishing a new series
in 1973. DC also managed to tempt C. C. Beck
out of retirement to resuscitate the Captain. The
only fly in the ointment was that Marvel Comics
had in the meantime appropriated the name Cap-
tain Marvel for one of its comics, and so the new
DC comic had to have a new name; DC happily
hit on Shazam!
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Captain Marvel/Shazam! in the Media
However, what worked so well in the 1940s
seemed not to have the same resonance in the
more cynical 1970s, and the revival was not the
success everyone had hoped for. Beck argued with
DC over the direction of the feature, which he said
the writers had failed to grasp, and he left after ten
issues. He maintained that the original run had dra-
matic stories that had a humorous treatment,
whereas this newer run was all too often played for
laughs — and with stories such as "Invasion of the
Salad Men" you could see his point. Still, it did rein-
troduce the Captain and his supporting and oppos-
ing casts to a new generation, and it undoubtedly
prompted Filmation Studios to produce a Shazam!
television show. The live-action show premiered on
CBS in 1974 and ran for several seasons, starring
Jackson Bostwick (and, later, John Davey) as Cap-
tain Marvel with Michael Gray as Billy Batson. A
new, well, mentor character called Mentor was intro-
duced. While it suffered from a small budget and
limited special effects, it had a certain charm and
is fondly remembered by fans.
What the show failed to do was help sales of
the comic, even though for a while the latter tried —
to little effect — to reflect the television version,
albeit replacing Mentor with Uncle Marvel (a regular
of Mary Marvel strips in the 1940s). A further
revamp, which had a more realistic, gritty approach
to the art, was similarly ineffective, and for many
years the strip was relegated to backup status in
comics such as World's Finest. Subsequent revivals
in such comics as Superpowers and Jerry Ordway's
well-crafted Power of Shazam series (which ran for
five years from 1995 to 1999) have kept the Cap-
tain in the public eye, but have not been enormous
successes financially. However, an almost impercep-
tible shift has granted him iconic status in DCs line-
up of stars, so that he regularly appears as statues,
action figures, posters, and books along with the
rest of DCs characters. Star artist Alex Ross made
him one of the central figures of the blockbuster
Kingdom Come comic (1996) and in 2000 painted
the lavish Shazam — Power of Hope oversized paper-
t*
back book, including the Captain as one of only four
DC characters to be given the honor of such an
upscale comic (inevitably, Superman, Batman, and
Wonder Woman were the others). A new 2004 series
by acclaimed indie cartoonist Jeff Smith was the talk
of comics fandom. So, while sales may never again
match their 1940s heights, Captain Marvel remains
an American icon to this day. — DAR
Captain
Nlaweifihamn!
in the Media
With one magic word — Shazam! — young Billy Bat-
son could transform into the "World's Mightiest
Mortal," Captain Marvel. It's fitting that a superhero
whose face (popular legend has it) was designed to
resemble that of film star Fred MacMurray would be
brought to Hollywood quickly after his conception.
The superhero genre was in its early days when
Fawcett Comics staff writer Bill Parker and artist
Charles Clarence ("C. C") Beck co-created Captain
Marvel (originally calling him "Captain Thunder") in
1939. His first appearance was in February 1940's
Whiz Comics #2.
Less than a year had passed before Republic
Pictures optioned the character of Captain Marvel
for a movie serial. The script was written as a
twelve-part storyline; like other film serials, each
quarter-hour-plus segment ended in a dramatic cliff-
hanger designed to get the audience to return to
the movie theater the following week to see how the
hero managed to escape death and get to the next
chapter. The Adventures of Captain Marvel debuted
on March 28, 1941, and continued weekly there-
after for three months.
The comic-book adventures of Captain Marvel
were fairly cartoony — a style that would have been
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Captain Marvel/Shazam! in the Media
impossible to reproduce with live
actors — so the producers of the
serial settled on a more realistic
approach. They cast heroic lead-
ing man Tom Tyler as Captain Mar-
vel, whose radio announcer alter
ego Billy Batson (Frank Coghlan
Jr.) is given powers by an ancient
wizard named Shazam (Nigel de
Brulier). He must use these pow-
ers to stop the evil villain the
Scorpion before he can gain all of
the crystal lenses that can be
placed in a scorpion idol and pro-
vide a devastating weapon. The
Scorpion is actually a member of
the archeological team that Bat-
son is a part of, and the mystery
of his identity is cleverly achieved;
Harry Worth and other cast mem-
bers played the masked villain,
but he was voiced by an uncredit-
ed (and unseen) Gerald Mohr!
When the Scorpion learns Billy's
secret and kidnaps Billy's girl-
friend, could the days of Captain
Marvel be numbered?
Helmed by a pair of directors
(John English and William Whit-
ney), The Adventures of Captain
Marvel features an engaging sto-
ryline and some good cliff-hang-
ers, as well as some surprising
violence, such as when Captain
Marvel uses a machine gun, or
throws a villain off a building. But the serial's most
fascinating aspect was the way in which the flying
effects for Captain Marvel were created. Special
effects directors Howard and Theodore Lydecker
used a costumed mannequin on a wire to show Mar-
vel flying overhead for some shots, while other
scenes had stuntman Dave Sharp diving off buildings
or being catapulted into the air. The serial wasn't
Jackson Bostwick (Captain Marvel) and Michael Gray (Billy Batson) in a scene
from Shazam!
popular enough to spawn a sequel, though it was re-
released as The Return of Captain Marvel in 1953.
Captain Marvel might have continued in some
form in Hollywood had not Fawcett been sued by DC
Comics over the similarity of Captain Marvel to
Superman. The protracted lawsuit ran from 1941 to
1953, and the character made a final appearance
in Marvel Family Comics #89 in January 1954. Ironi-
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Captain Marvel/Shazam! in the Media
cally, DC Comics itself would be the company to
revive Captain Marvel in February 1973 with a
comic-book series titled Shazam! (since Marvel
Comics now owned the title name "Captain Mar-
vel"). The new title posed no public-recognition
problems. After all, actor Jim Nabors had already
kept Captain Marvel's catchphrase alive since the
spring of 1963 on the TV series The Andy Griffith
Show and GomerPyle, U.S.M.C, where his comic
book-reading character Gomer Pyle was fond of
exclaiming "Shazam!" Now, with the character back
in comic-book circulation, it wasn't long before Hol-
lywood came to see if lightning could strike again.
Under their Filmation Studios banner, produc-
ers Lou Scheimer and Norm Prescott drafted the
Captain to star in a new live-action television series
for CBS. This new version, which debuted in Sep-
tember 1974 and was also titled Shazam!, varied
significantly from its comic-book counterpart. The
narration at the start of the series gave the
premise: "Chosen from among all others by the
immortal elders — Solomon, Hercules, Atlas, Zeus,
Achilles, Mercury — Billy Batson and his Mentor trav-
el the highways and byways of the land on a never
ending mission ... to right wrongs, to develop under-
standing, and to seek justice for all! In time of dire
need, young Billy has been granted the power by the
immortals to summon awesome forces at the utter-
ance of a single word: Shazam! A word which trans-
forms him, in a flash, into the mightiest of mortal
beings: Captain Marvel!"
Teenage Billy was played by twenty-five-year-old
Michael Gray (though teen magazines always listed
him as much younger), while a new character, Men-
tor, was portrayed by radio, film, and stage star Les
Tremayne. Mentor was a grandfatherly type who
often lectured Billy, but who was always helpful
when needed. The role of Captain Marvel was origi-
nally played by Jackson Bostwick, although he was
replaced early in the second season by a stockier
John Davey. The "Elders" (as the immortals were
known) would appear in each episode as barely ani-
mated heads, with voices by producers Prescott
and Scheimer. Episodes were shot quickly and
cheaply — sometimes two in a week — near Sepulve-
da Basin in southern California.
The twenty-eight half-hour episodes that were
produced of Shazam! were aimed squarely at pre-
teen audiences. Hyper-moralistic plots depicted
teens discovering the dangers of joyriding in cars,
sneaking into zoos, and using drugs. Each episode
would end with Captain Marvel or Billy giving out a
preachy moral lesson, looking into the camera at the
viewers as if lecturing them personally.
In the fall of 1975, the series became The
Shazam!/lsis Hour, and the second half-hour was
filled with the adventures of a Filmation-created
heroine named Isis. Crossovers were popular, with
Isis appearing in three Shazam! episodes, and Cap-
tain Marvel guest-starring in a trio of Isis adven-
tures. The Shazam!/lsis Hour stayed on the air until
the fall of 1977. Shazam! was rerun as a solo
series again in 1980, and has been syndicated
since then worldwide.
Perhaps the strangest appearance of Captain
Marvel came in January 1979, when Hanna-Barbera
produced two hour-long live-action specials for NBC.
Legends of the Superheroes was the overall title,
but "The Challenge" aired January 18, 1979, and
"The Roast" aired January 25, 1979. In the shows,
Captain Marvel was played by Garrett Craig (with no
Billy Batson alter ego) while Howard Morris played
the cackling villain Dr. Sivana. The specials were
tremendously campy, and never re-aired.
In 1980, Prescott and Scheimer began work on
a series for NBC, which would later be called Hero
High when it went into syndication. The show was
designed as a live-action and animated hybrid, with
live actors portraying the Hero High students in
musical and comedy sketches, interspersed
between short animated comedy adventures. Filma-
tion decided that the series would achieve higher
ratings if a known quantity was introduced, and
paired the planned series with new animated adven-
tures of Captain Marvel.
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Captain Midnight
Kid Super-Power Hour with Shazam! debuted in
September 1981, and twelve half-hour segments of
Shazam! were part of the package. This new series
hewed very closely to the comic-book plots, featur-
ing not only Mary Marvel, Captain Marvel Jr., Uncle
Dudley, and Tawky Tawny, but also veteran comics
villains such as Dr. Sivana, Mr. Mind, Black Adam,
and Ibac. The character designs looked like C. C.
Beck drawings, and both Beck and comic
editor/writer E. Nelson Bridwell made animated
cameos in one episode! The series ended after one
season, but Shazam! and Hero High (minus the live
segments) were licensed later for syndication and
video release.
For a character that was once the most popular
superhero of all time, Captain Marvel has been
scarce beyond the printed page in the last twenty
years or so. However, that may change. In late
2002, New Line Cinema announced that a Shazam!
film project was in development with producer
Michael Uslan. As of early 2004 Joel Cohen and
Alec Sokolow were selected as screenwriters,
reworking a first draft by William Goldman. Rumors
of development of another animated Shazam!
series also made Internet rounds in 2003. Could
lightning strike again for Billy Batson and Captain
Marvel? Only the future will tell. —AM
Captain Midnight
Many superheroes found success in radio after
breaking through in pulps or comics, notably the
Shadow and Superman, but Captain Midnight was
one of the few who moved the other way, from radio
to comics. In the wake of World War I, a number of
flying aces caught the public's imagination, both
real (Charles Lindbergh and Captain Frank Hawkes)
and fictional (such as pulp stars G-8 and his Battle
Aces, and Bill Barnes). So it made sense for the
Skelly Gasoline Company to sponsor a new radio
show starring a daredevil flying ace — Captain Mid-
night — in stories written by a couple of genuine avi-
ators, Robert M. Burtt and Wilfred G. Moore. Cap-
tain Midnight debuted on Mutual Radio (from Chica-
go) on September 30, 1940.
Captain Midnight (voiced by Ed Prentiss) was
Red Albright, a World War I flying ace who earned
his nickname when he returned from a vital mission
at the stroke of twelve midnight. Together with his
adopted son Chuck Ramsey, plucky young Patsy
(later replaced by another aviatrix called Joyce Ryan)
and his mechanic Ichabod Mudd (also known as
"Ikky"), Captain Midnight flew off to find adventure
around the world. Although he didn't possess any
superpowers per se, Captain Midnight possessed
extraordinarily precise flying skills, able to take off
from such obscure locations as a Mexican pyramid.
Albright was a resourceful inventor, creating such
super-gadgets as his Gliderchute (think combination
glider and parachute); Code-O-Graph for deciphering
top-secret assignments; "Doom Beam Torch," which
doubled as an infrared-heat generator and a device
for flashing the Captain Midnight clock symbol; and
"blackout" pellets.
His nemesis was Ivan Shark, a seemingly inde-
structible rogue who was joined by a gang of his own,
which included his daughter Fury. From 1940, Ovaltine
took over sponsorship of the radio show, a successful
relationship that continued for years and resulted in a
torrent of merchandising, including badges, T-shirts,
posters, and rings, and a fan club. On the entry of the
United States into World War II, Captain Midnight was
summoned by the president and given command of
his own squadron of flying aces — all the better to take
the fight to the Axis hordes.
The radio show was a real hit and, not surpris-
ingly, comic-book publishers soon took note. First in
the field was Dell, which ran faithful story adapta-
tions of several Captain Midnight radio scripts in
Funnies and Popular Comics in 1941. Another
inevitable spin-off was the newspaper strip, which
duly arrived in 1942, from the Chicago Sun Syndi-
cate, drawn by "Jonwan." That same year saw the
release of a fifteen-chapter Captain Midnight movie
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Card Captor Sakura
serial from Columbia Pictures, starring Dave
O'Brien. If these features were all very much true to
the spirit of the radio show, another development
from 1942 was most certainly not. Seeing the suc-
cess of the serial, Fawcett Comics launched its own
interpretation of the daredevil ace.
Like its legendary Captain Marvel, Fawcett's
Captain Midnight debuted in his own red costume,
complete with aviator's helmet, goggles, and
winged-clock insignia on his chest. Though initially
quite baggy, the suit became increasingly tight-fit-
ting over the following months, so that he was soon
every inch the superhero. Although the character
retained his radio comrades (albeit with Ikky soon
becoming known as Sergeant Twilight), for good
measure Fawcett's Captain Midnight borrowed a
couple of gimmicks from his comic-book rivals.
From the Black Condor he took a pair of underarm
wings — his "Gliderchute," which allowed him to fly
into action without bothering with his plane. From
Batman he borrowed the idea of a handy utility belt,
boasting blackout bombs, a doom beam radio trans-
mitter, and a grappling hook. While the Captain and
his chums usually took the fight to the Nazi and
Nippon war machines, he did cultivate a few other
villains along the way, including the sinister Angels
and the Shark.
By the standards of the day, Captain Midnight
was not one of the most exciting comics on the
stands, but it was always competently crafted by
writers such as Joe Millard and Otto Binder, with art
by the Binder studio (run by Otto's brother Jack),
Leonard Frank, Carl Pfeufer, and Sheldon Moldoff.
With Germans and their accomplices as ready-made
villains, the war years were fertile ones for the Cap-
tain, but peacetime proved more problematic, and
Fawcett took the unusual step of switching the strip
to a science fiction direction. Most issues from #50
(1947) on featured the space-helmeted Captain
Midnight toughing it out with the Flying Saucers of
Death, Xog (Evil Lord of Saturn), Dr. Osmosis, Jagga
the Space Raider, and their ilk. Unconvinced read-
ers stayed away from the comic and, in 1948, after
sixty-seven issues, the comic was retitled Sweet-
hearts and headed off for more romantic pas-
tures — without the Captain, needless to say.
The radio show was itself abandoned the fol-
lowing year, but Ovaltine soon switched its sponsor-
ship to the new medium of television. A Captain
Midnight half-hour television show ran from 1953 to
1957 on CBS and starred Richard Webb as a suit-
ably jet-age Captain. (When the show went into syn-
dication, Ovaltine, which owned the rights to the
character, was not involved, and so the series was
renamed Jet Jackson.) No comics were published to
tie in to the Captain Midnight TV show, and as of
2004 no more Captain Midnight comics have
appeared at all, though Marvel did produce a Cap-
tain Midnight health and fitness book in the late
1970s, starring a yellow-costumed hero. In retro-
spect, the good Captain seems to be an early exam-
ple of the cross-media merchandising that is so
common with characters today. From radio to
comics, toys, books, newspapers, premiums,
movies, and television, the character was every-
where, drafting the blueprint for licensing for years
to come. — DAR
Catxt Captor Sakwa
For many fans of anime and manga, the name
CLAMP represents shojo ("girls' comics") at its
best: powerful storytelling combined with beautiful
artwork. Hailing from Osaka, Japan, the all-female
studio CLAMP was founded in the late 1980s with
seven members. Its first major work was published
in 1989, and the group consists of four members —
Nanase Okawa, Satsuki Igarashi, Mokona Apapa,
and Mikku Nekai. This writing/art team gained even
greater popularity in the 1990s, especially in light
of the wave of new shojo titles that followed the
success of Naoko Takeuchi's Lovely Soldier Sailor
Moon; that highly successful manga and anime
franchise had combined elements of shojo with
superhero action and adventure. The titles following
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Card Captor Sakura
in its footsteps included Revolutionary Girl Utena,
Corrector Yui, Fushigi Yuugi, and Ayashi no Ceres
(Ceres, Celestial Legend).
CLAMP's titles would further change the face of
shojo in Japan. Among them were Magic Knight
Reyearth, a popular fantasy epic; X, a grim apoca-
lyptic horror tale; and Chobits, a science-fiction
comedy. With Card Captor Sakura, CLAMP created a
title that combined elements of the "Magical Girl"
shojo (a genre begun with the Little Witch Sally
manga by Mitsuteru Yokoyama) and the Pokemon
franchise. The series began in 1998 as a monthly
title in Nakayoshi (literally, "intimate friend" or
"pals") magazine and ran until 2000; more than ten
volumes were published. The main audience for the
manga was young, pre-teen girls, the same age as
the manga's protagonist.
By all accounts, Sakura Kinomoto has a typical
life — she is a ten-year-old student at Tomoeda Ele-
mentary School in Japan. She is somewhat naive,
and lives with her father Fujitaka and older brother
Touya. Sakura's mother, Nadeshiko, died several
years earlier. Sakura's life changes when, while
investigating a strange noise in her father's base-
ment library, she finds a book entitled "The Clow."
Curious, she opens the book and discovers that it
is filled with cards resembling a Tarot card set.
When Sakura reads the name on the first one,
"Windy," a violent wind blows away all of the cards
in the book, leaving only the Windy card. Immediate-
ly following the windstorm, a small creature appears
out of thin air — a creature resembling a winged
teddy bear named Kerberos (better known as Kero).
He tells Sakura that he is the guardian of the Clow
Cards, magical items of incredible power created
long ago by Clow Reed, the greatest — and most
powerful — magician ever known. Each Clow Card
represents a particular element or grants a certain
power to the owner.
Unfortunately, Kero is not happy that Sakura
caused the Clow Cards to be lost. He tells Sakura
that since she lost the Cards, she is the only one
who can recover them. She must become the Card
Captor. Kero gives her a magical key that trans-
forms into a pink staff with a stylized birdlike
"head" that allows her to "capture" the Clow
Cards. Her best friend, the wealthy Tomoyo
Daidouji, helps Sakura by creating outfits for her
to wear while she pursues the Clow Cards, and
also videotapes Sakura in action. While Sakura's
search for the cards remains hidden from her fam-
ily and her school, the arrival of Li Shaoran (an
exchange student from Hong Kong) further compli-
cates matters. Shaoran is a distant relative of
Clow Reed, and feels that his family is entitled to
the Clow Cards. At first, he and Sakura are rivals
for possession of the Clow Cards, but they eventu-
ally forge a close friendship — with the implication
that it could go further.
Throughout the series, Sakura's magical ability
grows, but she also has visions of a great battle
near the landmark Tokyo Tower. And Kero, without
her knowledge, speaks to Yue, a character who will
test the worthiness of the Card Captor with a
"Final Judgment."
Card Captor Sakura's story has roots in mythol-
ogy; Sakura's accidental loss of the Clow Cards par-
allels the story of Pandora's box, and Kero is named
after Cerberus, the three-headed hound of hell. Like
Pokemon (or a similar property, Digimon), where a
character can use one creature to capture another
(and use the captured creature's power later), so
can Sakura use the powers of the Clow Cards. Each
time she captures a card, it selects her as its
owner. Examples of these cards include the Windy
card, "Fly" (which gives Sakura's staff wings, allow-
ing her to fly), "Dash" (which can give Sakura the
power of speed), "Return" (which can temporarily
give Sakura the ability to see into the past), and
"Shield" (a card that can protect Sakura from magi-
cal or physical attacks).
As is the case in manga, the success of Card
Captor Sakura led the creation of an animated
series. CLAMP and Kumiko Takahashi were the
main designers for the series, and Nanase Okawa
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Casshan: Robot Hunter
and Jiro Kaneko were the main writers. Directors
Akito Daichi and Morio Asaka supervised the pro-
duction of the series, with animation from Mad-
house (Ninja Scroll, X). The seventy-episode series
began in 1998 on Japan's NHK satellite channel
BS2. Like the manga, the series was also very pop-
ular, as was the merchandise wave that followed.
Such items included a replica of Sakura's magical
staff; art books featuring CLAMP and Takahashi's
illustrations; and even an actual Clow Card set. Two
theatrical features were also made: Card Captor
Sakura: The Movie (1999) and Card Captor Sakura:
The Sealed Card (2000).
Card Captor Sakura eventually made its way to
the United States, beginning in 1999. At first, the
Japanese publisher Kodansha published the
manga in an English-language tankobon format (a
paperback format similar to the trade paperback in
the United States, with high-quality paper, color
pages, and a dust jacket for a cover) as part of its
"Kodansha Bilingual Comics" line. TokyoPop contin-
ued the publication of the English-language transla-
tion, first as a monthly comic, then as graphic
novel collections. In 2000, the WB network began
airing Cardcaptors, the English-dubbed version of
CCS. Nelvana Studios worked on the dubbing for
the series; unfortunately, as in the case of Sailor
Moon five years earlier, the end result did not sat-
isfy anime fans in America. To conform to network
standards, the series was heavily edited — dialogue
and names were changed (Sakura Kinomoto
became Sakura Avalon), and episodes were simply
dropped. The dubbed version of the series began
at episode eight, after Li Shaoran arrives. In trying
to make the series geared more to males — not its
original audience — a great deal of back history and
general information about Sakura and the Clow
Cards was never revealed. Fortunately, Pioneer
began releasing the original unedited Card Captor
Sakura series, subtitled, on VHS and DVD, as well
as the English dub. Both of the theatrical films
were released in the United States by Pioneer on
DVD in 2003. —MM
Casshan-'
Robot Hunter
"Man versus machine" is a common, long-running
theme in the science fiction genre. Examples
include films such as the Matrix trilogy, the Termina-
tor ■films, and James P Hogan's 1979 novel The Two
Faces of Tomorrow. Comic books have also
embraced the theme of man versus machine, with
the Gold Key Comics (later Valiant Comics) series
Magnus, Robot Fighter of the 1960s and 1990s
being one major example.
Japanese animation and manga have also
dealt with this theme, from the days of Astro Boy to
more contemporary examples such as Argento
Soma. In the 1970s, the animation studio Tat-
sunoko Productions used the theme of man versus
machine as the starting point for the series Jinzo
Ningen Casshan (New Style Human Casshan).
Casshan aired on Fuji Television on October 2,
1973, and concluded on June 25, 1974, after thirty-
five half-hour episodes. Part of the "Tatsunoko
heroes" line of the 1970s (which included
Gatchaman, Tekkaman, and Hurricane Polymar),
Casshan's story is a dark one. Tatsuo Yoshida (who
founded Tatsunoko Productions) created the series
and also performed the additional duty of character
designer, along with Yoshitaka Amano. Junzo Toriu-
mi, Akiyoshi Sakai, Takao Koyama, and Toshio Naga-
ta were the main scriptwriters and Hiroshi
Sasakawa was the series director.
Set in the future, Casshan opens with Dr. Kotaro
Higashi working on a project to build robots to help
humankind. Sadly, the scientist's good intentions are
thwarted by a lighting strike on one of these
machines, BK-1, which destroys the robot's moral cir-
cuits. BK-1 — now known as the Black King — gathers
other machines to its side and begins a war against
humankind, with devastating results. Higashi's son,
Tatsuya, makes the decision to fight the machines ...
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The Cat
but he must become a machine in order to do so.
Higashi augments his son with an android body, with
the full knowledge that Tatsuya can never go back to
being "normal." Tatsuya Higashi dies, and Casshan is
born. His body is all white, with black trim and a styl-
ized "C" on his chest. While a mask hides most of
his face, it opens when he speaks. Casshan's punch-
es and kicks can shatter the armor of any machine
(or he simply rips them apart). Yet all of his powers
cannot hide the angst of the young man, who has
sacrificed his humanity to save humanity.
Tatsuya's dog, Friender, is also cybernetically
enhanced, becoming a valuable ally, transforming
into different vehicles depending upon the combat
situation. A young freedom fighter, Luna, falls in
love with Tatsuya, but the relationship is bitter-
sweet, since both know that he can never be human
again. Tatsuya's deceased mother returns in the
form of a robot swan that often appears to give
advice or valuable information.
Thanks to Casshan, the tide of war turns in
favor of the human race, but in the end, the conflict
comes down to the final face-off between Casshan
and Black King — the two creations of the same sci-
entist, but extreme opposites.
The original Casshan series never achieved the
major success of Gatchaman, and was never
released in the United States. Nonetheless, Pioneer
released the series on DVD in Japan in 2001.
Casshan would also appear in the video game Tat-
sunoko Fight, released for the Sony Playstation in
Japan. In the early 1990s, Tatsunoko produced a
four-part OVA (Original Video Animation, direct-to-
video) series New Android Casshan, which retold
the original series in a condensed manner. Hiroyuki
Fukushima both directed and co-wrote the screen-
play with Noboru Aikawa, and Yasuomi Umezu
updated the character designs (Umezu would go on
to perform similar duties on the remakes of
Gatchaman and Hurricane Poylmar). The studio Art-
mic produced the animation; it was also one of Art-
mic's final projects.
In 1995, Streamline Pictures acquired the
rights to the English-language version and released
the series on VHS under the title of Casshan: Robot
Hunter. The series was edited together as a two-
hour movie and first premiered on American televi-
sion on the Sci-Fi Channel in 1996. AD Vision re-
released the OVA on DVD in 2003. —MM
The Cat
The Cat was launched by Marvel Comics in late
1972 in an attempt to attract the emerging
women's liberation movement by featuring strong
female characters. Her first issue introduced the ex-
hippie-student Greer Nelson, whose policeman hus-
band has recently been killed in a corner store hold-
up. Working as an assistant to the great woman sci-
entist Dr. Tumolo, Nelson takes part in hi-tech
experiments to boost women's physical and mental
potential. The experiments turn out to be funded by
a sexist megalomaniac bent on creating a race of
compliant superwomen, but nevertheless Greer
emerges with some formidable powers. Donning a
yellow catsuit with retractable claws, the Cat swings
from building to building like a female Spider-Man.
With an all-woman creative team of Linda Fite on
scripts and Marie Severin on art, which was virtually
unheard of in the 1970s, the comic was certainly
distinctive. But because it was saddled with a
parade of strictly B-list villains and an unrespon-
sive, mostly male audience, the comic failed, last-
ing only four issues.
Of course, Marvel is famous for never letting a
character go to waste, and the Cat was back a year
later in a rather different guise. Foiling a kidnap
attempt on Dr. Tumolo, the Cat became "fatally"
injured, whereupon the good doctor revealed that
she was in fact a member of a secret race of cat-
people, and only their secret potions could cure her.
In the process, Nelson was herself transformed into
a cat-person, complete with a tail, striped fur, and
real claws. Rechristened Tigra the Werewoman, she
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The Cat
was now somewhat more flirtatious and adopted a
costume of bikini and chains that was one of the
most provocative in comics.
An entertaining 1976 series was short-lived,
but in the 1980s Tigra became an occasional
Avenger, and finally found a regular berth in the
spin-off West Coast Avengers title. She was por-
trayed as an interesting combination of self-doubt
and sexual allure, and eventually proved to be a
popular character. But back in 1976, in the same
month that Tigra's solo series had started, an issue
of The Avengers introduced a new version of the
Cat, whose roots stretched back to the earliest
days of Marvel.
Patsy Walker first appeared back in 1944 in
the second issue of Miss America comics, and
within four issues had taken over the title. For
twenty years the ditzy redhead's misadventures
in love and work entertained the same young
fans who enjoyed Archie Comics, with an early
cover boasting more than 5 million readers. She
was certainly no superheroine and was probably
introduced into the short-lived 1970s Beast
series as a bit of comic relief, but writer Steve
Engelhart had other plans for her. Disgusted by
her husband's career with the corporate crime
organization, the Brand Corp., Walker follows the
Beast to the Avengers' headquarters where she
happens upon the Cat's old costume. In a flash,
she dons the suit and decides to become a
superheroine, this time called Hellcat (one of the
names first considered for the character in
1972). Following a few less-than-inspiring out-
ings, her creators sent her away for training but
she soon reappeared in the rival group, the
Defenders. Like the original Cat, the Walker ver-
sion was both athletic and self-assured, though
also rather reckless and irresponsible.
In comics, nothing should be taken for granted
and, as the Defenders stories moved into a darker
and more horror-based direction in the 1980s,
things became rather strange for the ex-model —
The Cat #4 © 1973 Marvel Comics.
COVER ART BY JOHN ROMITA AND TONY MORTELLARO.
from being transformed into a pink-furred demon to
bumping into just about every monster in the Mar-
vel universe. Nevertheless, this detour is no draw-
back in the world of superheroes and, following her
sojourn with the Defenders, the Cat went on to
rejoin the Avengers briefly before, in 2000, starring
in her own miniseries. (This somewhat gloomy tale,
covering Hellcat's literal comeback from hell, was
followed by a more lighthearted return to the char-
acter's roots in a humorous Defenders reboot short-
ly afterward.)
While never the success that Marvel had hoped
for, the Cat was one of the few characters that can be
said to be two heroines for the price of one. — DAR
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Cat Heroes
Cat Heroes
Cats became objects of worship in ancient Egypt
because they kept the rodent population under con-
trol, but the sleek beauty and fascinating aloofness
of felines have continued to mesmerize humans for
centuries. Superheroes (or at least their creators)
have been unable to escape the allure of cats. Cat-
woman's hissy fits between thievery and heroism
have etched her into the public's consciousness,
and Marvel Comics' Black Panther, Tigra (a.k.a. the
Cat), and Black Cat have added their notches on the
superhero scratching post. There are lesser-known
crime fighters in cat costumes, however, some of
whom still enjoy an occasional stretch in the sun,
and others who have scatted into obscurity.
Consider Cat-Man, first seen in Holyoke Pub-
lishing's Crash Comics #4 (1940). Some fans dis-
miss this character as a Batman clone with a feline
motif, but his novelty extends beyond imitation. Cat-
Man's powers — catlike prowess, vision, reflexes,
and nine lives — were naturally developed, not artifi-
cially acquired like so many superheroes of comics'
Golden Age (1938-1954): He was orphaned as a
child in the wilds of Burma and was raised by jungle
cats. Cat-Man is also distinguished by his nubile
female sidekick, the playful Kitten, whose very pres-
ence added subtle innuendos into a prudish period
of comic-book history.
It is unlikely that the Lynx, Fox Features Syndi-
cate's caped crusader with leopard-spotted trunks
and a red mask, could avoid allegations of being a
Batman copycat, especially with his partner, the
Robin the Boy Wonder-like Blackie the Mystery Boy,
at his side. Premiering in Mystery Men #14 (1940),
the Lynx had few distinguishing characteristics and
no superpowers, and was banished to comics' litter
box by issue #31.
What if Catwoman's alter ego, Selina Kyle, were
real — and a comic-book artist? Tarpe Mills, the cre-
ator of the slinky superheroine Miss Fury, was the
Tiger-Man #2 © 1975 Atlas Comics.
COVER ART BY FRANK THORNE.
closest imaginable personification of a true-life
Kyle — without Catwoman's criminal tendencies.
Mills was vivacious and lovely, a socialite who
owned many cats as pets.
DC Comics' Wildcat was first seen in Sensa-
tion Comics #1 (1942), an issue better known for
featuring the second appearance of Wonder
Woman. Inside Wildcat's midnight-blue bodysuit —
with floppy cat ears, a catlike face application (with
whiskers!), and clawed feet — is professional pugilist
Ted Grant. In his origin story, this pummeling heavy-
weight parlays his muscle into superheroics, being
inspired to action by the Golden Age Green Lantern.
Wildcat later joined the Justice Society of America,
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Cat Heroes
and has sporadically appeared in various DC titles
throughout the decades, including The Brave and
the Bold, the team-up title where he frequently
joined forces with Batman during the 1970s. In the
1980s and 1990s, Grant's goddaughter, Yolanda
Montez, briefly succeeded him as Wildcat in the
superteam called Infinity, Inc.
Zoologist Ralph Hardy uncovered a Peruvian
artifact in 1961: a belt made from a jaguar's pelt,
carrying the inscription, "To be transformed into a
human jaguar with supreme power over animals
everywhere in the universe, the wearer need only
say, 'The Jaguar.'" Hopping into a red uniform with a
cat-head chest insignia and spotted boots, Hardy
becomes the Jaguar, Archie Comics' Superman-
meets-Doctor Doolittle. The Jaguar used prodigious
strength and his critter control to fight everything
from dinosaurs to aliens in a fifteen-issue run of
The Adventures of the Jaguar (1961-1963), and
was updated in 1991 as part of DC Comics'
"Impact" imprint, a short-lived attempt to revive the
Archie superheroes.
Animal Man — whose garish costume consists
of an orange chainmail bodysuit with a big blue "A"
on the front — debuted in DCs Strange Adventures
#180 (1965). Secretly Buddy Baker, Animal Man
can mimic the ability of any creature within close
proximity, including felines, a trait he acquired after
being irradiated by a UFO. After a smattering of
appearances, Animal Man was resurrected in his
own monthly comic that ran for an astounding
eighty-nine issues (1988-1995). A teenage super-
hero with similar powers also bowed in 1965: Beast
Boy (a.k.a. Changeling), in Doom Patrol #99.
Garfield Logan survives a rare disease after a
genetic experiment imbues him with the ability to
transform into animals — and gives him green skin
as a side effect. Morphing into green tigers and
lions (and other creatures), Beast Boy is now one of
DCs Teen Titans.
The peculiar Tiger Boy was introduced in Har-
vey Comics' Unearthly Spectaculars #1 (1965).
Paul Canfield was born on Earth to parents who
immigrated from Jupiter. He inherits the Jovian
power of transmutation and uses it to change into,
of all things, a tiger with a boy's head. Tiger Boy
originally wants to subjugate Earthlings, but his par-
ents harangue him into changing his stripes and
becoming a superhero. Panthea is equally as extra-
ordinary as Tiger Boy. Briefly appearing in Marvel's
Comix Book #l-#5 (1974-1975), Panthea's par-
ents are an African lion and a human woman,
explaining her unorthodox catlike facial features
and the tail on her humanoid frame.
Atlas Comics, an ambitious but ill-fated pub-
lisher surfacing in 1975 with a line of titles that dis-
appeared within months, published two cat-inspired
heroes. The Cougar, running two issues, was a gen-
der-switching update of the original Black Cat, Har-
vey Comics' "Hollywood's Glamorous Detective
Star," with a touch of TV's Kolchak: The Night Stalk-
er (1973-1975) added. A Tinseltown stuntman
moonlighting as a monster-bashing superhero, the
Cougar was clad in red with a laced, open-chested
shirt similar to Plastic Man's attire. Other than his
name and his self-taught acrobatic agility, the pow-
erless Cougar had no catlike attributes. Atlas man-
aged to eke out three issues of Tiger-Man. Dr. Lan-
caster Hill isolates a strength-inducing chromosome
from a jungle tiger's blood and, after an injection,
gains catlike senses and powers. As Tiger-Man, he
fights crime in a tiger-striped tunic with clawed
gloves and boots.
Several other cat-inspired heroes have pranced
through comics and the media over the decades in
such numbers as to prohibit a full listing, but
notable examples include Streaky the Supercat, the
pet of the Silver Age (1956-1969) Supergirl, who
temporarily obtains superpowers from kryptonite
exposure; Pumaman, a low-budget 1980 movie fea-
turing a feral superhero whose powers are derived
from a mysterious amulet; Coyote, an atypical
comic first published in 1981 by Eclipse Comics,
starring the Native American trickster god; and Pan-
tha, the vicious she-cat who in the 1990s was a
member of DCs New [Teen] Titans. — ME
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Cat-Man
Cat-Man
In 1940, the newsstands were suddenly awash with
superheroes, several eminently forgettable. Such
characters could be found in the pages of Crash
Comics, published by the obscure TEM Publica-
tions, but issue #4, in between episodes of Buck
Burke, Strongman ("the perfect human"), and the
Blue Streak, featured the first appearance of Cat-
Man, who soon gained a sizeable following. Cat-
Man's origin would have been familiar to fans of
Tarzan and the recently released Black Condor;
while traveling in India (or Burma, according to later
issues), young David Merrywether's parents are
killed by "jungle wildmen," and the child is left to
the tender mercies of an approaching tiger. As wild
animals are seemingly prone to do, she raised the
child as her own cub and, by the time he emerged
from the jungle as an adult, he had developed great
strength and leaping abilities, as well as the ability
to see in the dark (by shining beams of light from
his eyes). Moving to the great metropolis, he
becomes appalled at man's inhumanity to man, and
quickly rustles up an appealing green costume,
complete with large, furry tiger-claw mittens — all the
better to fight crime with.
With his superior abilities, Cat-Man was more
than a match for any evildoer, but a stray bullet in his
first adventure resulted in his untimely death. Howev-
er, it seems that he had also acquired the nine lives
of a cat during his wilderness years, and the great
spirit of the tigers conveniently revived him. The trou-
ble-prone hero was also killed in the next two stories,
before his editors realized that his nine lives were
being rapidly exhausted and so quietly abandoned
that idiosyncrasy. By this point, Cat-Man's popularity
had demanded that he be given his own title (and a
more sensible costume), and in the spring Cat-Man
#1 was released by the newly renamed Holyoke Com-
pany. From the outset, the strip was drawn by Charles
Quinlan, in an accomplished if slightly old-fashioned
style, and written by Martin Panzer.
After a first-issue battle with terrorists, Cat-
Man's comic was soon dominated by the outbreak
of World War II, and Merrywether enlisted as a lieu-
tenant in the army, quickly rising to the rank of cap-
tain. In between battling Benito Mussolini, Hideki
Tojo, and Adolf Hitler (one cover even showed him
throttling the Nazi despot), he also gained a young
sidekick. In the wake of Robin's enormous success,
no self-respecting hero would be complete without
his own pal, but only Cat-Man was assisted by a
girl. Eleven-year-old orphan Katie Conn is an unwill-
ing accomplice in her evil uncle's life of crime but,
when the recalcitrant relative is tackled by Cat-Man,
she joins in and helps our hero defeat him. In clas-
sic comic-book style, Merrywether adopts her as his
ward and she becomes the daredevil fighting girl,
the Kitten. Over the ensuing months she also grew
up very quickly until, barely a year later, she looked
more like a grown woman. Kitten's relationship with
"Uncle David" was always rather ambiguous, but
incredibly no one ever seemed to notice, and the
strip managed to avoid the controversy that sur-
rounded other comics.
The typical Cat-Man story involved the pair foil-
ing Axis plots or organized crime, and there was
usually a high body count and more than the strip's
fair share of sadism. What the feature initially
lacked, however, was an arch-villain, a problem that
was resolved after the war with the introduction of
top-hatted, monocled baddie Dr. Macabre (and face
it, with a name like that he was hardly likely to be a
saint, was he?). Dr. Macabre and his ward Lenore
sailed in from Lisbon, of all places, and set about
establishing a crime syndicate — until Cat-Man and
Kitten came upon the dastardly pair in the middle of
a robbery. Over the following five issues, the evil
Doctor acquired the touch of death from a Z-ray gun
(which basically meant that anything or anyone he
touched suddenly keeled over dead), caused havoc
with a band of killer gorillas, and attempted to cook
the unfortunate Kitten in a cauldron of molten
metal. Macabre was last seen in Cat-Man #32,
plunging to his death in a deep-sea diving bell, but
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Catwoman
whether he lived to fight another day fans will never
know, as that issue was the last.
In the new millennium, interest in Cat-Man has
grown as collectors have discovered just how rare
the comics are. Evidently, very few copies survived
wartime paper drives, and barely ten copies are
known to exist for some issues. Longtime enthusi-
ast Bill Black has also revived Cat-Man in his AC
Comics line and has added Kitten to the lineup of
his long-running Femforce team. Additionally, vari-
ous AC titles regularly reprint vintage tales from the
Holyoke era, keeping interest in the crime-fighting
duo alive. — DAR
Catwoman
Catwoman, slinking in and out of thievery like a mis-
chievous kitten, has titillated Batman throughout
most of the Dark Knight's long career. This "princess
of plunder" was envisioned by Batman creator Bob
Kane and writer Bill Finger as a female counterpart
to the Caped Crusader, and as a means to attract
girls to the comics' readership, but through spunk
and tenacity she quickly distinguished herself as
much more than a copycat. From her first appear-
ance as "The Cat" in Batman #1 (1940), Gotham
City's most notorious burglar — dressed to the nines
(lives?) in a clinging, cleavage-showcasing gown —
arouses a side of Batman that the prepubescent
Robin finds puzzling. Through each encounter, sug-
gestive repartee between the Bat and Cat intimates
that if not for their ethical division, these two would
boot the Boy Wonder out of the Batcave and rede-
fine the term "Dynamic Duo."
When compared to the Joker, Two-Face, and
other psychopaths in Batman's deadly rogues'
gallery, Catwoman, whose penchant for luxuries
entices her into a career as a thief, seems tame —
but by no means is this lady docile. Wielding a whip
with a "cat-o'-nine-tails," a weapon that by the late
1980s acquired sado-sexual connotations, the cun-
ning Catwoman, with her pugilistic prowess and ...
well, catlike reflexes, becomes a fierce combatant
when cornered or challenged. She had clawed her
way through a decade's worth of stories in random
issues of Batman and Detective Comics before her
roots were disclosed. In "The Secret Life of Cat-
woman" in Batman #62 (1950), the villainess
reveals her true stripes as she saves Batman's life,
taking a blow to the skull in the process. Once
regaining consciousness, she emerges from amne-
sia with the recollection of her past life as Selina
Kyle, flight attendant, and no knowledge of her stint
as a criminal. Aiding Batman and Gotham City Police
Commissioner Gordon in their apprehension of her
former partner in pillage, Kyle is exonerated of her
felonies and allowed to set up business as a pet-
shop operator, but before long her ego, bruised by
taunts from the press and former underworld associ-
ates, leads her back into larceny as Catwoman.
While her identity was known to Batman and
Gordon, Catwoman's mystique stymied her adver-
saries, particularly her ability to resurface after
seemingly perishing — did she, like her namesake,
really have nine lives? This raven-haired, wide-eyed
"felonious feline" also dazzled Gotham's finest with
her wardrobe: Aside from the ghastly full-sized cat-
head mask she wore during a few early outings,
Catwoman skulked about for more than two
decades in a stylish purple dress, green cape, and
a cat-eared cowl before streamlining her garb in the
1960s into a form-fitting emerald catsuit that would
have made Diana Rigg (TV's Mrs. Peel) green with
envy. By 1969, she'd slipped into a skintight blue
bodysuit with a long cat tail, before returning to the
purple gear in the mid-1970s. She also frequently
cavorted about town in a cat-shaped "kitty" car,
took to the air in a catplane, hurled a catarang, and
even used a caf-apult to leap to a helicopter while
pulling a heist.
Throughout most of her comic-book career, Cat-
woman was portrayed as Batman's most likeable
villain: Sure, she was a bad girl, but not that bad. In
the late 1970s, Catwoman's heart of gold led her to
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Catwoman
Michelle Pfeiffer portrays Catwoman in a scene from Batman Returns.
shed her life of crime and marry Batman — not in
the comics' regular continuity, but on "Earth-Two,"
DCs parallel world where its characters from the
1940s resided. Their union bore a daughter, Hele-
na, who became the Huntress when the Earth-Two
Catwoman was murdered.
Back on "Earth-One," Catwoman continued to
pillage, even after DC Comics jettisoned its multiple-
Earth concept in 1985. Selina Kyle was reinvented,
along with the Dark Knight, in Frank Miller and David
Mazzucchelli's groundbreaking "Batman: Year One"
four-issue story arc beginning in Batman #404
(1987). Kyle, it was disclosed, endured an abusive
childhood and was on the streets at age twelve,
becoming fiercely independent as a result. Segueing
into a life of prostitution, this new Kyle was a domi-
natrix with a butch haircut, who donned a leather
catsuit and used her whips on Johns before taking to
the rooftops as the burglar Catwoman. More recent-
ly, however, Catwoman has given up streetwalking
and developed a profound moral sense, albeit one
tempered by her hard life. She serves as an occa-
sional ally to Batman and often protects the down-
trodden in Gotham City's seediest neighborhoods.
Catwoman's popularity was bolstered in the
mid-1960s by Julie Newmar's tantalizing portrayal of
the villainess in the popular Batman television
show. Newmar sunk her claws into the role, playfully
frolicking about with moves so sensuously catlike,
all eyes were glued to her while she was on camera.
Her immediate successors to the part, Lee Meri-
wether in the Batman theatrical movie (1966) and
Eartha Kitt in later episodes of the television
series, never quite commanded the screen as New-
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Challengers of the Unknown
mar did. In director Tim Burton's Batman Returns
(1992), Michelle Pfeiffer's take on Catwoman
rivaled Newmar's, and spawned a long-delayed Cat-
woman movie, planned for 2004, starring Halle
Berry (Ashley Judd and Nicole Kidman were previ-
ously considered for the part). Catwoman has also
appeared in the numerous incarnations of Batman
television cartoon series throughout the years and
has been merchandized since the 1960s in items
including dolls, action figures, and bubble-bath dis-
pensers. — ME
Censorship: See Comics Code
Challengers of
the Unknown
Although still published in the twenty-first century
amongst the many thousands of superheroes vying
for comic shelf space, the Challengers of the
Unknown enjoyed their heyday during the Silver Age
of comics (1956-1969). Indeed, after the Flash,
Challengers of the Unknown was the second signifi-
cant superhero creation of this era. After the can-
cellation of the Justice Society of America in All Star
Comics in 1951, the newsstands did not carry
superhero teams for much of the 1950s until writer
Dave Wood and artist Jack Kirby revived the con-
cept in DC Comics' Showcase #6 in early 1957. In
an origin sequence that lasts all of two pages,
Wood and Kirby revealed how four adventurers on
their way to a radio show narrowly avoid death when
their airplane is struck by lightning. Climbing from
the wreckage, the group decides that since they are
living on borrowed time they might as well take
whatever risks the world can throw at them and lit-
erally "challenge the unknown." As motivations go it
was perilously shallow, but nevertheless one page
later they were a team and already hot on the heels
of their first challenge.
v^
The Challenger lineup included Professor
Haley, the thinker of the group; pug-nosed wrestler
Rocky Davis; ginger-haired daredevil Red Ryan; and
jet pilot Ace Morgan. The group soon added an
occasional fifth member, plucky June Robbins,
whose main role was to be captured by assorted
wrongdoers. After four issues of Showcase and
eight of their own title, Kirby left for Marvel Comics,
but by then he had set the pattern for the team's
career. Issue after issue featured the intrepid team
taking on an endless parade of aliens, monsters,
magicians, robots, and all manner of miscreants
from deepest antiquity to the furthest-flung futures.
By 1959, the purple-jumpsuited band had mysteri-
ously acquired their own secret hideaway in the
Rockies, complete with their own jail and a fleet of
planes, helicopters, and cars. They also collected a
cadre of arch-enemies, led by the mustached Multi-
Man, who gradually grew a large bald head and
pointed ears — as supervillains are wont to do — as
well as an ever-expanding range of deadly powers.
As the 1960s progressed, the prison in Chal-
lengers' Mountain filled up with the motliest group
of evildoers in comics, including Volcano Man,
Brainex, and the truly horrifying Spongeman. Some-
where along the line they lost the constantly imper-
illed June but gained Cosmo the superpet.
Because of a formula that appealed to a wide
readership, the Challengers became something of a
blueprint for many future superteams, notably Jack
Kirby's world-conquering Fantastic Four of Marvel
Comics fame: The Challengers had Professor Haley;
the Fantastic Four had Reed Richards. Wrestler
Rocky Davis was a clear precursor to the muscle-
bound Thing. And, much like June Robbins rounded
out the Challenger lineup nicely, so too did Invisible
Girl for the Fantastic Four.
And what an adaptable superteam the Chal-
lengers were. In the late 1960s, DC discovered hor-
ror in a big way and, to cash in on the trend, the
Challengers began to investigate the mysterious;
the giant aliens were replaced by ghosts and
ghouls. A June look-alike, Corrinna Stark, briefly
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Charlton Heroes
Challengers of the Unknown #3 © 1997 DC Comics.
COVER ART BY JOHN PAUL LEON AND SHAWN MARTINBROUGH.
joined the group, but their heyday was over and the
comic was canceled in 1970. A few years later they
were back in a short-lived revival that mixed horror
and science fiction, presumably going for a
crossover market that didn't really exist.
After a very lean spell in the 1980s, the group
returned for a couple of startling revamps in the
mid-1990s, the first of which saw Challengers'
Mountain transformed into a sort of theme park,
complete with its own visitors' village. It seems that
the group had decided to cash in on their celebrity
status by courting the tourist dollar, a plan that was
rather undermined when a mysterious villain blew
up their hideaway, which then plummeted onto the
village below, killing the visitors. Understandably
upset by this, the foursome split up and all got a bit
peculiar, but thankfully they pulled themselves
together again just in time to save the world as
usual. For the final Challengers series of 1997, the
original team were dumped altogether in favor of a
new band of heroes who investigated alien sight-
ings and paranormal phenomena in a transparent
attempt to hit the X-Files market. Despite some of
the comic's finest writing and artwork, the revamp
failed to find an audience, but it's always only a
matter of time before the Fab Four ride the next
trend and return to the shelves — as they did in the
much-anticipated period piece The New Frontier, a
retro epic by writer-artist Darwyn Cooke that
impressed readers in 2004. — DAR
Charlton Heroes
An unauthorized song magazine sent its publisher
to "sing-sing." Such is the origin of Charlton Publi-
cations, the Derby, Connecticut, outfit known for
everything from crossword puzzle periodicals to
superhero comic books.
In the early 1930s, Italian immigrant John San-
tangelo, a bricklayer, was encouraged by a girlfriend
to produce a magazine that printed the lyrics to pop-
ular songs. His effort landed him behind bars for
copyright infringement. In jail, he got a crash course
in copyright law courtesy of fellow inmate Edward
Levy, a disbarred lawyer, and the two joined forces
upon their release to start a legitimate publishing
house, Charlton. They legally obtained the rights to
print song lyrics, and in 1945 launched their first
magazine — Hit Parader—a huge success that
became the cornerstone of a line of music titles.
Charlton entered the comics business in 1946,
mimicking the then-current market trends of funny
animals, science fiction, horror, and crime series.
Santangelo's frugality is legend. Charlton — or
Capital Distributing Company, its official name —
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Charlton Heroes
sliced its production costs by headquartering its
editorial, production, distribution, and printing divi-
sions in one plant (Charlton at one time even
owned a paper mill). The publisher also paid the
lowest page rates in the publishing field, even feed-
ing a few bucks to prisoners for contributions.
This gift for parsimony helped Charlton stay
alive during a mid-1950s comic-book market crash.
It absorbed properties from other publishers, includ-
ing Fox Features Syndicate, from which Charlton
obtained its first superhero series, Blue Beetle,
which the company issued briefly during this era
before cancellation. Charlton also published the
funny-animal superhero comic Atomic Mouse begin-
ning in 1953.
Hurricane Diane nearly decimated Charlton's
facilities on August 18, 1955, dumping eleven inch-
es of rain on Derby in the course of a day and send-
ing a surge of flood waters into the building. Some
employees narrowly escaped, but managed to sal-
vage the printing press during their hasty exodus.
Comics inventory, artwork, and reams of paper did
not fare as well. "All of the comic books were
turned into papier-mache," remembered former
Charlton and DC Comics editor/artist Dick Giordano
in his biography, Dick Giordano: Changing Comics,
One Day at a Time (2003).
Charlton became the third comic-book publish-
er to release superhero comics during the indus-
try's Silver Age (1956-1969), following DC and
Archie Comics' lead. Charlton's nuclear hero Cap-
tain Atom was first seen in Space Adventures #33
(1960). His stint there did not last long, but he was
resurrected in the mid-1960s — as was Blue Beetle,
as a gadget-wielding, high-tech crime fighter. Soon,
Charlton's two superheroes were joined by some
not-so-super friends.
"I always preferred heroes who could do things
that we supposedly would be able to do," revealed
Giordano, who was tapped to edit the Charlton
superhero titles. He and his creative teams opted
for heroes with skills and talents, not superpowers
(discounting the preexisting Captain Atom), which
he called Charlton's "Action Heroes." Steve Ditko,
the original artist of Marvel Comics' The Amazing
Spider-Man, drew Blue Beetle, Captain Atom, and
the faceless hero the Question, who appeared as
the backup feature in Beetle. Other Action Heroes:
Pete "PAM" Morisi's Peter Cannon-Thunderbolt,
who relied upon his "powers of the mind"; the
Peacemaker, who loved tranquility so much he was
willing to fight for it; Nightshade, "Darling of Dark-
ness," the occasional partner of and backup series
in Captain Atom; the iron-fisted Sarge Steel, drawn
by editor Giordano; and martial artist Judomaster.
Tightfisted Charlton did not market its Action
Heroes during this extremely competitive time for
superhero comics, and many titles never made it
into the distribution web, with never-opened bundles
remaining on delivery trucks and then being
returned to the company. The Action Heroes titles
were canceled after roughly two years. Giordano is
favorably remembered by the writers and artists
who produced the Action Heroes titles — Denny
O'Neil, Jim Aparo, Joe Gill, Roy Thomas, and oth-
ers — and believes that his uncharacteristic super-
hero comics would have performed well if Charlton
had supported them.
In the 1970s, Charlton made a few additional
forays into superhero publishing. The company
licensed stalwarts from the King Features Syndicate
and published comic books starring space adven-
turer Flash Gordon and the jungle hero the Phan-
tom. Underdog, based on the animated television
cartoon featuring a canine do-gooder who gains
powers from popping energy pills, appeared in ten
issues of his own Charlton series from 1970 to
1972. Also receiving a ten-issue run was E-Man, a
lighthearted superhero created by Nick Cuti and Joe
Staton in 1973.
In the early 1980s, improvements in the quality
of comics production and the industry's growing
reliance upon the "direct market" (selling preordered
titles to specialty outlets) began to squeeze Charlton
y*
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Civilian Heroes
Thunderbolt #52 © 1966 Charlton Comics.
COVER ART BY PETE MORISI.
out of business. Giordano had since become the
managing editor, then the editorial director, of DC
Comics. DC executive Paul Levitz purchased the
rights to the Action Heroes as a "gift" for Giordano in
1983; beginning with Crisis on Infinite Earths #1
(1985), DC infused Charlton's characters into its uni-
verse, with Blue Beetle, Captain Atom, and The Ques-
tion receiving monthly titles. Writer Alan Moore origi-
nally wanted to use the Action Heroes as the stars of
his twelve-issue series Watchmen (1986-1987), but
was encouraged by Giordano to create original
heroes instead. The Charlton characters have spo-
radically surfaced in the DC universe ever since.
After a few difficult final years of publishing
reprints of its old horror series and failing to pene-
trate the changing distribution network, Charlton
Comics went out of business in 1986. — ME
Cbrftian Heroes
Although "civilian" heroes appeared in the movie
serials of the 1940s and 1950s, it was not until the
1970s that the era of civilian superheroes really
took hold. Unlike their "true" superhero brothers
and sisters who glossed the pages of many Silver
Age (1956-1969) publications — complete with an
iconic costume or mask and loaded with superhu-
man powers and/or a secret identity — civilian
heroes have had to make do with functioning in the
world as, well, civilians. For the most part, they fight
crime and subvert evil in their street clothes, living
life in one persona. Though they are undeniably
heroic in their actions, the popular culture has been
reticent to label them superheroes in the most com-
plete sense of the word.
Granddaddy of them all was Steve Austin
(played by Lee Majors), the title hero of The Six Mil-
lion Dollar Man. Once an astronaut, Austin was
injured in a crash landing. "Gentlemen, we can
rebuild him. Better. Stronger. Faster." So said Oscar
Goldman (Richard Anderson) at the start of each
episode, and rebuild Austin they did, replacing his
legs, right arm, and left eye with costly bionic
enhancements. Once he recovered, Austin became
a secret agent for the Office of Scientific Informa-
tion (OSI), using his bionics to aid the world against
spies, terrorists, and other criminals (although an
occasional encounter with deadly robots, aliens,
and Sasquatch did figure into later seasons).
Debuting on ABC on March 7, 1972, with a telefilm
based on Martin Caidin's novel Cyborg, the series
was picked up the following fall for two more films,
and then run as a regular series from January 1974
to fall 1978.
The Six Million Dollar Man not only made a star
out of Majors, it also provided an opportunity for a
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Civilian Heroes
spin-off series. After Austin's girlfriend, tennis pro
Jaime Sommers (Lindsay Wagner), was injured para-
chuting, she too was outfitted with bionics to
become the Bionic Woman. Appearing first on The
Six Million Dollar Man in January 1975, Sommers
debuted in The Bionic Woman on ABC in January
1976. Her series switched networks in the fall of
1977, to NBC, and ended its run in 1978. Like
Austin, Sommers fought kidnappers, criminals, and
thugs, as well as occasional aliens and "fembots."
Between OSI assignments Sommers lived her life
as a schoolteacher in Ojai, California, occasionally
accompanied by her bionic dog, a German Shep-
herd named Max. Both The Six Million Dollar Man
and The Bionic Woman were hugely popular with TV
audiences, and much licensed material was sold
from the properties, including dolls, books, puzzles,
and more. Along with an array of lunchboxes and T-
shirts, the marketplace welcomed the "Jaime Som-
mers Classroom" and the "Bionic Beauty Salon."
Charlton Comics published comics based on both
series. Several reunion movies were shot, including
one in which the son of Austin and Sommers
required bionic enhancements as well.
Whereas the bionic special effects were rela-
tively easy for producers — even superspeed was
shown by using sound effects over slowed-down
action! — another pair of civilian heroes had a much
more difficult time getting seen. The Invisible Man
(1975-1976) and The Gemini Man (1976) were two
TV series in which the hero could turn invisible.
However, neither hero had a secret identity per se,
nor did either have an iconic costume into which
they changed. A 1958-1960 series of The Invisible
Man had been produced in England and aired in the
United States, but the 1975 series was different. In
the latter show, Dr. Daniel Westin (David McCallum)
used his invisibility formula to keep it out of govern-
ment hands, but found he could not turn visible
again. He undertook missions for the KLAE Corpora-
tion while searching for a cure. In Gemini Man, a
government agent for INTERSECT was accidentally
exposed to radiation, which rendered him invisible.
Sam Casey (Ben Murphy) finds that he must use a
specialized watch to keep himself visible, except
when going on dangerous missions. The concept
was revived in 2000 when Sci-Fi Channel premiered
The Invisible Man, starring Vincent Vintresca as a
thief and con man who underwent an experiment
that rendered him invisible; he was soon black-
mailed into helping a secret government organiza-
tion fight crime. This Invisible Man was visible for
two seasons.
Two alien-powered heroes appeared at the
start of the 1980s. In ABC's The Phoenix, Bennu
(Judson Scott) was an alien messenger who was
trying to help Earth while finding his missing part-
ner. An amulet he wore around his neck gave him
special powers to help people and the environment,
but although a debut telefilm in September 1981
did well, only four episodes of the series aired the
following spring. The Powers of Matthew Star was
also set to debut in the fall of 1981 on NBC, but an
on-set fire badly burned lead actor Peter Barton,
delaying production. The series debuted in Septem-
ber 1982, and lasted one season. Barton played
Matthew Star, a seemingly normal high school stu-
dent who was really an alien prince. Watched over
by a guardian (Louis Gossett Jr.), Matthew devel-
oped his powers of telekinesis, telepathy, and astral
projection to help people and the government, all
while training to return to his homeworld and over-
throw its despotic ruler. A bit later, Starman beamed
onto TV from the popular movie of same name, for
non-costumed, Fugitive-Wke adventures that lasted a
single season in 1986-1987.
One of the oddest superhero shows, in the
1983-1984 ABC season, was Automan. In it, a
police computer expert (Desi Arnaz Jr.) creates a
handsome sparkling superhero that jumps right out
of his computer! Automan (Chuck Wagner) could walk
through walls, affect machinery, and even merge with
his creator. They were aided in their crime-fighting
adventures by Cursor, an electronic blip that could
create fantastic cars or even a tank! Unlike most of
the "civilian superheroes," who are regular people
V**
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Cobra
(albeit with unusual abilities) all the time, Automan
belongs to that odd variety who are, though often
costume-less, superheroes all the time.
In 1988, one of syndication's hits was the
series My Secret Identity. The half-hour series fea-
tured the adventures of teen Andrew Clements
(Jerry O'Connell) who accidentally gains powers
after being exposed to an invention of his wacky sci-
entist neighbor, Dr. Benjamin Jeffcoate (Derek
McGrath). Clements develops superspeed and
superstrength, limited invulnerability, and the ability
to float (even to fly, using aerosol cans for propel-
lant). A lifelong comic book fan, Clements dubbed
himself Ultiman, but he never created a costume,
and did all his good deeds in such a way that
nobody knew it was him. My Secret Identity lasted
three seasons, until 1991.
DC Comics hero The Human Target was translat-
ed into a short-lived television series in 1992 on
ABC. Produced by Pet Fly Productions, which had ear-
lier done CBS's The Flash live-action series, The
Human Target starred Rick Springfield as Christopher
Chance, a hero who would use his high-tech masks
and vocal devices to impersonate those targeted for
death. Chance flew around the world in a specially
designed jet, with three assistants. The Human Tar-
get ran seven episodes in July-August 1992.
There are those who wear the barest trappings
of superheroes, even if they don't have superpow-
ers. Many past versions of Zorro on television and
in film led to Sword of Justice on NBC
(1978-1979), in which Jack Cole (Dack Rambo) is a
rich playboy who dabbles in crime fighting, leaving a
playing card behind at each triumph. A pilot telefilm
of Will Eisner's hero The Spirit was produced and
aired on ABC in July 1986, starring Sam Jones in
the title role. Like his comic-book counterpart, tele-
vision's Spirit was a non-superpowered criminolo-
gist. Mike Grell's face-paint-wearing comic-book
adventurer Jon Sable was later badly translated to
the small screen with Lewis Ven Bergen in the title
role. Sable aired from November 1987 to January
1988 on ABC. And what to make of Judge Nicholas
Marshall (Ramy Zada, then Bruce Abbott), who
presided over a courtroom by day but dressed in
black, rode a motorcycle, and meted out vigilante
justice by night? That was the plot of Dark Justice,
which ran on CBS from 1991 to 1993, with reruns
lasting another full season into 1994.
In today's Hollywood, costumes and assorted
superheroic trappings are not nearly as popular as
they once were, and lines have blurred when it
comes to determining who makes the superhero
cut. The X-Men wear leather outfits that would be
acceptable in many nightclubs or bars. Young Clark
Kent will never wear a costume in Smallville, say
that series' producers, yet there is no denying
young Kent bears the title of coming-of-age super-
hero. The alien kids of Roswell look human but
wield their special gifts in defense of good. Buffy
the Vampire Slayer features several characters with
enhanced powers who act heroically, but the show
was never promoted as a superhero show. Even the
superspy antics of Jennifer Garner on Alias, the der-
ring-do of Tomb Raider Lara Croft in her videogames
and film franchise, or the impossible martial arts
moves of Jackie Chan in any of his films could be
classified as superheroic. But because they lack
costumes, and in many cases an alter ego, they
are — as the public views them — still civilians, like
so many heroes before them. — AM
Cobra
It is telling that both George Lucas's Star Wars and
Buichi Terasawa's Space Adventure Cobra first
appeared in 1977 and went on to redefine their
respective media: science-fiction (or in the case of
Star Wars, science-fantasy) films and manga. Both
works went to the past to define their worlds of the
future — the "futuristic past" of the pulp-
magazine/whiz-bang space opera made famous by
E. E. "Doc" Smith's Lensman novels but later reach-
ing maturity in the works of such writers as the ven-
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**T
Cobra
erable Robert A. Heinlein (Starship Troopers). The
manga — and the character of Cobra himself— actu-
ally represents a unique fusion of Western pop cul-
ture and the storytelling ways of manga and anime.
Cobra was the first major character created by
Terasawa, who began work on the manga at the age
of twenty-two. Cobra would become Terasawa's
"icon" character, much like Astro Boy became asso-
ciated with Osamu Tezuka (or Captain America with
Jack Kirby and Joe Simon). With Cobra, Terasawa
established several key elements that would reap-
pear in his later works, such as Midnight Eye Goku
and Raven Tengu Kabuto: One was a world of fantas-
tic technology with designs that careened between
the futuristic, the contemporary, and the baroque —
even if the series was set in the past. Kabuto may
have been set in feudal Japan, but this feudal Japan
had futuristic elements such as robots, helicopters,
and fishnet stockings. Another element established
by Cobra was that of a hero who was a tough guy
with a good heart; a kind, gentle romantic who
could — and would — use his fists and superpowers
(or a superweapon) to get the job done and take
down the various villains he would face (each with
his or her own bizarre look or backstory).
And finally, a major element was the beautiful
women that the hero would meet in his adventures.
Some were good, some were bad, but all would be
well depicted. Female lead heroes have been used
by Terasawa, starting with his 1990 manga Black
Knight Bat and also Gundragon Sigma, which
appeared in 1999.
Cobra is a throwback, a hero cast in the Han
Solo mold with James Bond and Dirty Harry thrown
in to season the mix, although Cobra eschews Harry
Callahan's taciturn manner. His look — blond, muscu-
lar, wearing a red outfit and with a cigar always in his
mouth — is not his real look; his face was changed to
avoid the notice of the nefarious Pirate Guild.
Although a former space pirate himself, Cobra
worked on the side of good, always foiling the Guild's
plans until he wanted out and went underground.
Cobra's exploits ran for seven years in
Shueisha's Shonen Jump magazine; the manga cap-
tured the rough-and-tumble action and adventure of
pulp science fiction as well as James Bond films
and the 1968 Jane Fonda sci-fi romp Barbarella
(Terasawa is a fan of these films). Like the pulp
heroes of the past (although closer to an anti-hero),
Cobra has a fast ship (the Turtle); a sidekick (a
female android, or "armaroid," named Lady); a trusty
sidearm; and an additional ace up his sleeve in the
form of the "Psychogun." This weapon is on his left
forearm, and when not in use is covered by an artifi-
cial hand. It is his most well-known feature, making
him a unique standout in a field packed with many
strange and bizarre humans, aliens, and worlds. And
again, there are the women he meets and
romances. Starting with the Royal Sisters in the first
story arc, Cobra has had his share of relationships,
although like 007 he never settles down, and some
relationships end in tragedy — but also serve to push
Cobra into stopping the villains once and for all.
When Terasawa began Cobra in 1977, he used
a hook reminiscent of Philip K. Dick's "I Can
Remember It for You Wholesale" (later made into
the film Total Recall): A bored businessman heads
into the "Trip Corporation" to go on a "vacation" —
actually a controlled dream trip. The dream actually
serves to unlock the man's memories of his previ-
ous life as the space pirate Cobra, before he went
into hiding. With its mix of science fiction, action,
tongue-in-cheek humor, and beautiful women,
Cobra became a major hit for Terasawa. The manga
was collected into eighteen volumes that sold in
the millions. Being a fan of Western films, Tera-
sawa often placed familiar icons from those films
into the Cobra manga; such films include 2001: A
Space Odyssey (1968) and The Spy Who Loved Me
(1977), and even the late 1970s cult science-
*»
Opposite: From Cobra #6 © 1990 Buichi Terasawa/ A-GIRL Rights.
STORY AND ART BY BUICHI TERASAWA.
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Cobra
fiction television series Space: 1999— and, of
course, Star Wars. While he adhered to a more
realistic, more Western look in terms of his art,
Terasawa also followed the storytelling techniques
pioneered by his mentor, Osamu Tezuka. The late
Tezuka is the man responsible for bringing about
the modern age of manga and anime in Japan fol-
lowing World War II.
As was the case for all popular manga, Cobra
made the leap to movie theaters in 1982; a thirty-
one-episode animated television series followed
later in the year. Tokyo Movie Shinsha (TMS) pro-
duced both the movie and the series, with Osamu
Dezaki (The Professional: Golgo 13, Blackjack)
directing both. While the TV series followed the sto-
rylines of the first eight volumes of the manga (with
a number of changes), the movie retold the first
major story arc involving Cobra and the Royal Sis-
ters — Jane, Catherine, and Dominique — and
Cobra's fight against the cyborg agent of the Pirate
Guild, Crystal Boy. With a screenplay by Terasawa
and Haruya Yamazaki, the film became a sort of
metaphysical love story (but didn't skimp on the
action), and utilized a unique animation process
that gave the film a psuedo-3D look without the
need for special glasses or equipment.
Cobra's popularity was such that his 1977 to
1984 run would not be the end; he would return in
artbooks, video games, and further manga adven-
tures. The year 1989 saw the release of two CD-
ROM games, and the artbooks Cobra Girls and
Cobra Wonder appeared in Japan in 1997. Cobra
returned to comics in 1995 with Cobra: The Psy-
chogun. This title and the mangas that followed it —
Cobra: Galaxy Knights and Cobra: Magic Doll— were
also children of the digital revolution that was
sweeping the manga industry at that time. Tera-
sawa was the vanguard in this revolution (starting
with Bat) and he would use digital coloring and
effects to create stunning artwork that won him
even more acclaim both in Japan and around the
world. Despite his return to these media, Cobra's
return to movies was put on hold with the shelving
*>
of the proposed film for Cobra: The Psychogun,
despite Terasawa's involvement as director, story-
board artist, and screenwriter.
Cobra was well received beyond Japan; the
manga was translated into French, Swedish, Tai,
Chinese, and English. French television broadcast a
dubbed version of the TV series in 1985. In Ameri-
ca, Cobra's exploits would reach audiences in two
different ways: An English-language adaptation by
famed comic writer Marv Wolfman (Crisis on Infinite
Earths, Teen Titans) released by Viz Comics in
1990 kicked things off. The twelve-issue series cov-
ered only the first major story arc of the manga,
involving Cobra's "rebirth" and his adventures with
the Royal Sisters in the search for the "Ultimate
Weapon." One prominent change in the English-lan-
guage version is that Cobra's Psychogun is now on
his right hand, due to the process of reversing right-
to-left Japanese art to conform to left-to-right-orient-
ed readers.
Close to a year later, singer Matthew Sweet
caused a sensation with the video for the title track
of his album Girlfriend. The video used clips from
the 1982 Cobra movie and became one of the
most-watched videos on MTV and went into heavy
rotation on the video channel. In the late 1990s the
movie itself would reach America in an English-lan-
guage version originally produced by Carl Macek's
Streamline Pictures; anime distributor Urban Vision
released the film in a limited theatrical run on the
"art house" film circuit; both dubbed and subtitled
versions were released for the American home
video market in 1999.
Only when one takes a step back and sees
Cobra for what he is can his appeal be understood.
He is the embodiment of the classic hero; he may
be rough around the edges, but he is honorable and
able to take whatever is thrown at him. His wit and
quick thinking — and sometimes his fists — can and
will get him out of any trouble. In the end, he will
walk away into the sunset or fly off into deep space
with the girl and whatever treasure or item was the
focus of his search. He does not brood, he acts. In
TH£ SUPBBHeiZO BOOK
Comics Code
the wildly stylized and imaginative world that Tera-
sawa has created, Cobra fits right in. He is, in a
sense, the heir to Haggard's Alan Quatermain, Flem-
ing's James Bond, and Bob Kane's Batman (but
without the dark elements). Cobra is the quintes-
sential comic book hero, reborn in the Land of the
Rising Sun. — MM
Comics Code
At the height of comics' Golden Age
(1938-1954), industrywide comic-book sales
stood steadily at between 100 million and 150
million copies per month, with annual revenues of
up to $90 million. Publishers like DC Comics,
Marvel, and EC Comics — publisher of Tales from
the Crypt, Crime SuspenStories, and MAD — were
enjoying unprecedented success. Into this boom-
ing business climate came psychiatrist Fredric
Wertham, a doctor who had worked at Bellevue
Hospital with juvenile delinquents, and who made
a case in his 1954 book, The Seduction of the
Innocent, that comic-book content was responsi-
ble for the decay of America's youth. Though his
book targeted the popular crime and horror
comics of the day, superheroes didn't escape
Wertham's assault, with the good doctor maintain-
ing, "This Superman-Batman-Wonder Woman
group is a special form of crime comics." One of
his most well-known claims, still discussed
among comic-book aficionados and historians
today, is that Batman and Robin were gay.
In response, the Senate Judiciary Committee
created a Subcommittee to Investigate Juvenile
Delinquency in the United States, which held wide-
ly publicized hearings between April and June
1954 to investigate the validity of Wertham's
claims. Rather than fall under the wrath of the fed-
eral government, in September of that year the
comic-book industry created the Comics Magazine
Association of America (CMAA), an organization
made up of all comic-book publishers that wanted
to get their comic books distributed. The CMAA
immediately went to work adopting the self-censor-
ing Comics Code Authority (CCA), whose forty-one
standards described strict editorial guidelines for
depicting sex, crime, horror, and violence within
the pages of comics. Its Comics Code seal (boldly
proclaiming "Approved by the Comics Code Author-
ity") was placed on those comics that met the
requirements of the CCA, namely those that did
not "explicitly present the unique details and
methods of a crime," and did not show "nudity,"
"excessive bloodshed," or "disrespect for estab-
lished authority," but rather fostered "respect for
parents, the moral code, and for honorable behav-
ior." To earn CCA approval, a comic had to depict
good triumphing over evil and the criminal being
punished for his misdeeds "in every instance." By
bearing the Comics Code seal, comics promised
parents, educators, and the federal government
that their content was now "safe" for young, devel-
oping minds.
Despite the industry's good intentions in purs-
ing a path of self-censorship, the majority of
comics publishers went out of business or can-
celed entire lines of books during the 1950s (EC's
Vault of Horror and Tales from the Crypt included),
with those remaining — most notably, DC — "dumb-
ing down" their stories in an effort to meet the
requirements of the code and appeal to a nation in
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The Creeper
the thrall of repressive moral standards. In 1955,
Marvel canceled its superhero division with its final
issue of Sub-Mariner, and characters like Human
Torch and Captain America were shelved in favor of
tales of sci-fi monsters (which, unlike EC's popular
vampires, werewolves, zombies and witches, were
not banned). Other 1950s superheroes to leave
the marketplace included minors like Avenger, Cap-
tain Flash, Black Cobra, and Strong Man. DC
launched a new comic, The Brave and the Bold,
which featured medieval superheroes, including
Robin Hood, the Viking Prince, and the Silent
Knight, and as a whole the industry published more
romance, Western, and humor comics to replace
their now-defunct horror and crime titles. Silver Age
(1956-1969) superheroes continued this trend:
Heroes of the 1960s lived and fought crime in a
world that was noticeably tamer than that of their
Golden Age counterparts, thanks in large part to
code restrictions that greatly curtailed such comic-
book mainstays as gunplay, sadomasochistic sub-
texts, and displays of cleavage.
In 1971, Marvel's Stan Lee broke new
ground when he challenged the code by writing
anti-drug stories that appeared in The Amazing
Spider-Man vol. 1 #96 through #98, all three of
which were published without the code's seal of
approval. Shortly after their release, the Comics
Code language was revised to allow for the depic-
tion of drugs (though not their endorsement), and
other restrictions were sufficiently softened to
allow the reemergence of the horror comic into
the marketplace (though these titles were known
as "mystery" comics, because the term "horror"
itself remained verboten). In the 1980s the alter-
native comics market began to flourish in an
increasingly unfettered creative environment,
with maverick creators such as Frank Miller
(Daredevil) and Alan Moore (Watchmen) respond-
ing by pushing the envelope of the mainstream
superhero genre and crossing characters over
into more mature territory, with more realistic
examinations of crime, violence, and the extreme
psychology that motivates costumed super-
heroes. Again the Comics Code language was
modified (in 1989) in order to meet the more lib-
eralized mindset of the late twentieth century.
For many years, it was virtually impossible
for comics to succeed in the marketplace without
the Comics Code seal, since magazine whole-
salers would refuse to distribute comics that did
not bear the seal on their covers. However, begin-
ning in the mid-1980s many publishers stopped
participating in the CCA, primarily due to the
emergence of the "direct market," where comics
are sold through comic-book stores, reaching
older and more sophisticated demographics than
ever before. As of 2004, only two major publish-
ers (DC and Archie) continue to participate in the
CCA and to print the seal on CCA-approved cov-
ers — though some, like Marvel, have adopted a
pro forma rating system on their covers and sev-
eral companies note which comics are "for
mature readers." But even for the holdouts, since
the CCA review of content is less stringent than
it was during earlier decades, its seal of approval
is no longer necessarily an endorsement of the
"good taste and decency" it was originally creat-
ed to uphold. — GM
The Creeper
When Steve Ditko left Marvel Comics after a row
about the direction of his co-creation, Spider-Man,
there was no shortage of publishers queuing up to
hire him. In the next couple of years, he produced
strips for Dell, A.C.G. Tower (Thunder Agents), War-
ren, Charlton (where he worked on the Blue Beetle
and Captain Atom) and, finally, in 1968, DC Comics.
At DC he was given the freedom to create and write
new superheroes, and he quickly dreamed up the
Hawk and the Dove and the Creeper. From a twenty-
first-century perspective, the Creeper appears in
many ways to be just a variation on the sort of story
that had made Spider-Man so successful, but at the
t#
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The Creeper
The Creeper #2 © 1968 DC Comics.
COVER ART BY STEVE DITKO.
time it was probably just a little too strange for
most comics fans.
The first appearance of the Creeper was in
Showcase #73 (April 1968), where readers are
introduced to manic TV interviewer Jack Ryder,
just as he is sacked for haranguing a guest.
Newly recruited as a network security agent (a
sort of cross between an FBI operative and a TV
reporter that probably only existed in the mind of
Steve Ditko), Ryder embarks on his first mis-
sion — tracking down brilliant scientist Professor
Yatz and rescuing him from the clutches of "evil
commies." For some reason, these commies
throw a fancy dress party, which Ryder crashes
wearing an absurd green-and-yellow costume,
topped off with a voluminous, red fur collar. Ryder
succeeds in finding the Professor, who gives him
an instant-healing serum (which also endows him
with terrific strength) and a molecular rearranger
before (inevitably) being mowed down in a hail of
bullets; life for a brilliant scientist tends to be
perilous in comics.
In his everyday civilian identity, Ryder was a
rather dogmatic, straightlaced person, but in his
Creeper guise he became reckless and demented,
often terrifying criminals with his maniacal laughter
and mad behavior. Consequently, he was as dis-
trusted by a baffled police force as he was by the
hordes of the underworld — much as Spider-Man
had been, of course. Most of the time, the Creeper
was found battling Proteus, an identity-changing
criminal with a blank face (like the Spider-Man vil-
lain, the Chameleon), but he was also pitted
against the likes of the Firefly and the wonderfully
christened Yogi Bizerk. Undoubtedly, the comic's
major selling points were Ditko's energetic pacing
and dynamic drawing, which were the equal of any-
thing on the stands at the time. On the other hand,
Ditko's characters appeared to inhabit a strange,
timeless world in which people wore berets, Stet-
sons, or polka-dotted clothes that owed nothing to
late 1960s America as his readers knew it.
Following its introduction in Showcase, the
strip went on to six issues of its own title, but then
it was to be several years before the Creeper was
heard from again. The mid-1970s saw a rash of
new Creeper stories in various Batman comics,
which revealed that the Creeper had moved to
Gotham City. Ditko himself returned to the Creeper
for a one-shot in 1975, which was followed a few
years later by a longer run in the pages of World's
Finest Comics. As is often the case, the 1980s and
1990s saw occasional short stories (as a backup in
The Flash, for instance) and guest appearances cul-
minating in a very eccentric 1990s series. In 2003
a radical reinvention was released, inspiring a new
generation of fans. The new comic is set in the art
TH£ SUPBBHeiZO BOOK
'S3
Cutey Bunny
world of Paris in 1925, and features a mysterious
female Creeper who is as much cat burglar as
superhero. — DAR
Cutey Bunny
In The Great Women Superheroes (1996), historian
and comic-book artist Trina Robbins commented on
the uniqueness of heroines who grace the pages of
self-published comics. "The superheroines who
emerge from the pages of these small-press
comics tend to be more original than the bad girl
clones or the superteam members put out by larg-
er publishers."
Nothing could be truer for Cutey Bunny. Writer
and artist Joshua Quagmire introduced the world's
first African-American rabbit superheroine, whose
name is a parody of the Japanese manga heroine
Cutey Honey, in 1982, when she made her debut
in Quagmire's self-published Army Surplus Komikz
#1. Cutey Bunny is really Kelly O'Hare, a tough-
talking army colonel who works as a military
recruiter. After stumbling upon an ancient Egyptian
amulet, she is magically transformed into the fly-
ing super-rabbit. Her mentor is the Egyptian solar
deity Ra-Harahkte, who gives the hero her "Solar
Scarab" amulet, which funnels his solar energy,
giving her the powers of superstrength and flight.
He also acts as general checker-upper on "the
crime-busting cottontail," who distains the god's
interference in her superhero career. Her signature
expression: "Gosharooty" (second only to "Jeep-
ers" and "Golly wolly").
Bunny is the queen of superhero costumes.
She originally had three different outfits encoded
in her amulet: an "Aunt Samantha" superpatriot
outfit made of revealing stars and stripes; a
"Roller Bunny" outfit, complete with motorized
skates; and a "Rocket Bunny" space suit acces-
sorized by rockets, a protective force shield, and
ample supply of oxygen. None of these were
Army Surplus Komikz #1 © 1982 Joshua Quagmire.
COVER ART BY JOSHUA QUAGMIRE.
acceptable to the ever-serious Ra, who promptly
converted them to an Egyptian get-up by issue
#4, which Bunny dismissed in favor of her stan-
dard leotard, headdress, boots, and white vest. In
body-flattering attire, Bunny battled all sorts of
comical supervillains during her short-lived run,
including the sinister super-spy fox Vicky and the
X-Critters (Cycat, Vermin, Zephyr, Clummox, and
Night Toddler), ending her day in her downtown
Peoria apartment.
Described in a May 1983 issue of The Comics
Journal as containing a "good, irreverent sense of
comics history, with numerous in-jokes, catch-
phrases, and cameo appearances," Cutey Bunny
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Cutey Honey
drew a cult fan base that appreciated Quagmire's
unique take on the funny-animal genre. — GM
Cutey Honey
Cutey Honey creator Go Nagai is generally known as
the enfant terrible of manga and anime. The title is
not due to Go's personality, but rather his various
projects. Born in 1945, Go first broke into the
manga industry in the 1960s working as an assis-
tant to the late Shotaro Ishinomori (1938-1998), of
Cyborg 009 fame. Since his initial foray into manga,
Go has had a prolific career, but he is better known
for manga with darker, more violent themes (not to
mention bizarre, grotesque villains and heroes),
such as Devilman (1972) and Violence Jack
(1973-1992), and erotic humor like Kekko Kamen.
In the 1970s, Go created a new genre with
MazingerZ: the "drivable robot," which would
become a staple of manga and anime for years to
come. (Two very famous titles are 1979's Mobile
Suit Gundam and 1994's Neon Genesis
Evangelion.) In 1968, Go's manga Harenchi Gakuen
(Shameless School) garnered a great deal of atten-
tion — most of it negative — because of its bawdy
humor and violence in a story whose setting was a
high school where students matched wits with their
oppressive teachers. Elements of this series would
make their way into one of Go's most popular char-
acters — Cutey Honey, one of the earliest female
superheroes in manga and anime.
Honey is actually an android. While androids
were popular in manga and anime at the time of
Cutey Honey's publication in 1971, Go went in a dif-
ferent direction with the character's original story-
line. Beautiful Kisaragi Honey was created by Dr.
Kisaragi as part of the scientist's plan to create the
perfect human. At first, Honey was not aware that
she was an android; she believed that she was Dr.
Kisaragi's daughter. Because the scientist installed
a "transformation module" inside Honey, Dr. Kisara-
gi became the target of the criminal organization
Panther Claw, and with his death Honey sought
revenge. In this original manga, the setting of the
story was an all-girls Catholic school. Within this
typical theme of revenge, Go created innovations:
an all-female Panther Claw gang, with Panther Zora
being the leader and Sister Jill as her second-in-
command.
As for Honey, her transformation module
allowed her to change forms to deal with any situa-
tion. The forms included "Hurricane Honey" (a
motorcyclist), "Scoop Honey" (a photojournalist),
and "Cutey Honey," a warrior mode that she used in
battle: a red-haired woman wearing a red one-piece
leotard, white collar, and black leggings, acces-
sorized with yellow boots and gloves, and with a
sword as her main weapon. To change forms Honey
would shout, "Honey Flash!" and change ... with
brief nudity between forms.
Toei Studios produced an animated adaptation
of Cutey Honey only in Japan and the series ran
from 1973 to 1974. While both the manga and
anime were popular — especially among teen boys —
Go would not publish a sequel until 1990. Known
as Shin Cutey Honey (Hew Cutey Honey), the story
started after the end of the original manga: Honey
had defeated Sister Jill but Panther Zora had gone
into hiding after destroying the headquarters of Pan-
ther Claw. Unlike the original Cutey Honey manga,
New Cutey Honey was translated into English and
released in the United States by Steve Bennett's
Ironcat Studio in 1995 under the title Cutey Honey
'90. The sequel manga was followed in early 1994
by an OVA (Original Video Animation, direct to video)
series with the same title, New Cutey Honey. This
eight-episode series benefited from better anima-
tion and action, and opened several years after the
end of the original television series. Go Nagai was
also much more involved in the production.
This time, the setting was Cosplay City, and
Honey fought the forces of Dolmeck, a villain whose
ultimate goal was the resurrection of Honey's old
nemesis, Panther Zora.
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Cutey Honey
With new allies like teenager Hayami Chokkei
and Mayor Light, Honey also had new forms to change
into, including an armored form, and a "Chinese Fight-
er" form (a parody of the character Chun-Li from the
Street Fighter videogame series). She also had new
enemies, predominantly women and with names such
as Death Star and Jewel Princess. One male villain,
Virtual Hacker, was a character clearly influenced by
the cyberpunk movement that had swept through
the science-fiction genre in the 1980s and had
a major effect on anime (for example, the film
Akira and the OVA series
Bubblegum
Crisis).
Cutey Honey © 2004 Go Nagai
Houston-based AD Vision began releas-
ing English-subtitled versions of the New
Cutey Honey OVAs in late 1994, only a few
months after their release in Japan; in
1998, AD Vision re-released the series, this
time dubbed in English. A dual-language
DVD was released in 2000.
The success of the New Cutey Honey
OVAs led to yet another new direction for
the character. In 1997, Cutey Honey
Flash premiered on Japanese television
and ran for thirty-nine episodes, with a
movie released the same year.
Based on the manga written and
drawn by Yukako lisaka (with the blessing
of Go Nagai), Cutey Honey Flash
retained some elements of the original —
Honey's various forms and the Panther Claw
gang being two in particular. However, the
series was much more influenced by Sailor
Moon (and was even produced by the same
creative staff), and was targeted at a younger
audience. Bawdy humor and nudity were
removed; the result was a romantic action-
comedy. Honey was now a human girl attending
a boarding school in Tokyo — magic was now
the force behind her transformations. She
also had a boyfriend, Seiji Hayami (in the
original series, he was a reporter who
helped Honey track down the Panther Claw
gang). One character, a lecherous old man
named Danbei Hayami, was also a main char-
acter in the original television series and OVAs.
As of 2004, the television series was not
released in the United States, but the German
SAT-1 network ran the show from 2000 to 2001.
In the United States, Cutey Honey's adventures
even inspired one of the best-known anime parodies:
Joshua Quagmire's 1982 Cutey Bunny. She is also a
popular "cosplay" character (a favorite anime or
manga character that fans often dress up as) at anime
conventions in Japan and the United States. Despite
the violence, eroticism, and twisted villains, Cutey
•&>
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Cyberforce
Honey still stands as one of Go Nagai's most well-
known characters thirty years after her debut. — MM
Cyberforce
The brainchild of Image Comics partner Marc Sil-
vestri, Cyberforce is a property owned, produced, and
controlled by Silvestri's Top Cow Productions, home
of such other high-profile characters as Witchblade.
Introduced in a self-titled, four-issue Image mini-
series (1992-1993), Cyberforce is a group of cyber-
netically enhanced superheroes that stands ever
ready to step into the breach to prevent a rapacious
multinational corporation called Cyberdata from dom-
inating planet Earth. While Cyberdata routinely
engages in various small-scale illicit activities (i.e.,
industrial espionage), the company's silicon-chip
overlords have a far more pernicious long-term agen-
da: the extermination of all organic life on Earth.
Formerly captives of Cyberdata, the members of
Cyberforce see themselves as the only hope humani-
ty has for freedom and even survival, a scenario that
pays homage to the artificial intelligence-dominated
future dystopia portrayed in the Terminator films as
well as to the "once more unto the breach, dear
friends" foxhole camaraderie that so often character-
ized Marvel Comics' X-Men during the 1980s (not to
mention the corporate-supercriminal/renegade-for-
mer-allies premise of Mark Evanier and Will
Meugniot's DNAgents, itself an homage to the X-Men
on some levels); the mutant abilities of the Cyber-
force members also serve to reinforce the Marvel
mutant parallel. Rootless, homeless, and forever on
the run because of the exigencies of their guerrilla
war to liberate Earth, the motley Cyberforce members
forge tight emotional bonds from their shared adver-
sity. Because Cyberforce routinely finds itself in
pitched battles against such powerful adversaries as
Cyberdata's private army of half-human/half-machine
S.H.O.C. (Special Hazardous Operations Cyborg)
troops, everyone on the high-tech superteam
employs various bionic enhancements, including arti-
ficial limbs, built-in weaponry, and internal cybernetic
sensors and computers.
The initial leader is Dylan Cruise (a.k.a. Heat-
wave), a former Navy SEAL who is also a cyberneti-
cally enhanced mutant with the ability to absorb
and release solar energy by focusing it into a coher-
ent beam of superheated plasma, a power that also
enables him to fly by riding superheated air cur-
rents. Heatwave controls this potent and dangerous
power by way of a specially built containment suit, a
la the visor used by the X-Men's Cyclops. Unfortu-
nately, the sudden onset of his powers (during his
teens) resulted in the death of his brother. Working
with future Cyberforce members Cyblade and
Stormwatch, Heatwave rescues a fourth superbe-
ing, Stryker, from the clutches of Cyberdata. After-
ward the four heroes form the nucleus of Cyber-
force. Later, after his daughter Dana is killed by ter-
rorists, Heatwave is captured by Cyberdata, whose
Borg-like drones transform him, at least temporarily,
into one of their obedient S.H.O.C. troopers.
Morgan Struker (a.k.a. Stryker), an alumnus of
the U.S. Special Forces and the CIA, is a brilliant fight-
er, a talent doubtless enhanced by his one mutant
characteristic: He was born with four fully functional
arms, each capable of operating independently (thus
he is often depicted firing four guns simultaneously).
Stryker's artificial eye gives him night vision, as well
as the ability to pick up both infrared and ultraviolet
wavelengths. The targeting computers built into his
body make him formidable indeed, as do the four
cybernetic arms he acquires later after losing his
organic limbs in combat. After helping establish
Cyberforce, Stryker went on to found a spin-off group
of mercenary mutants known as Stryke Force, seen in
Codename: Stryke Force and Cyberforce, Stryke
Force: Opposing Force (both 1995).
Among the other components of Cyberforce are
Dominique Thiebaut (a.k.a. Cyblade, a co-founder of
Cyberforce), part of the royal family of the small
European nation of Chalenne who possesses the
mutant ability to project sharp blades constructed
of pure psionic energy; Cassandra Lane (a.k.a. Bal-
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Cyberforce
listic), a superhuman athlete and markswoman
whose abilities are enhanced by her bionic arm;
Carin Taylor (a.k.a. Velocity), a cybernetic mutant
able run at speeds in excess of 3,300 miles per
hour (she is also Ballistic's kid sister and a former
S.H.O.C. troop); Impact, a thick-thewed, ironclad
powerhouse reminiscent of the X-Men's Colossus;
and Robert Bearclaw (a.k.a. Ripclaw), a technologi-
cally augmented (with artificial hands) Native-Ameri-
can mutant able to assume the abilities of various
animals (think DCs Animal Man crossed with
Sasquatch, Snowbird, and Shaman from Marvel's
Alpha Flight) and gifted with the power to receive
psychic "impressions" from inanimate objects.
Buoyed by the excitement surrounding the
advent of Image Comics, the initial Cyberforce minis-
eries in 1992 proved successful enough to spawn
(so to speak) further adventures of Silvestri's cyborg
crusaders. A second volume of Cyberforce began to
appear in 1993, running for thirty-five issues before
concluding in 1997. As became customary during
the first half of the 1990s, several issues of the
series sported covers with collectible "enhance-
ments" such as foil embossing and "gold" and
"platinum" inks. The team members' origins were
revealed in greater detail in Cyberforce Universe
Sourcebook (1994-1995) and Cyberforce Origins
(1995-1996), both from Image Comics. Individual
Cyberforce members such as Ballistic, Cyblade, Rip-
claw, and Velocity proved popular enough to appear
in comics of their own between 1995 and 1997,
including several crossovers between Cyblade and
popular characters from other publishers:
Cyblade/Shi: The Battle for Independents #1 (1995,
Image Comics); Shi/Cyblade: The Battle for Indepen-
dents #1 (1995, Crusade Comics); and
Cyblade/Ghost Rider (1997, Marvel Comics).
Like many of the superheroes and superteams
introduced during the superhero-comics publishing
glut of the early 1990s, Cyberforce faded into
obscurity during the subsequent lean years. As to
whether or when the team will return, only time —
and the future machinations of Cyberdata, Mark Sil-
vestri, and Top Cow Studios— will tell. — MAM
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Vaved&nf \
Lev Gleason Comics, which developed under the
guidance of Leverett "Lev" Gleason and Arthur
Bernhardt, was one of the most remarkable compa-
nies of comics' Golden Age (1938-1954) both in
terms of its success and its approach to its titles.
Both Bernhardt and Gleason were avowedly left-
wing publishers with strong socialist roots and a
pronounced concern for civic values. They also over-
saw one of the real powerhouse publishing houses
of the 1940s, with sales of its big three titles —
Daredevil, Boy Comics, and Crime Does Not Pay— in
the millions. Unusually, for much of the 1940s the
company resisted the temptation to expand its line,
concentrating instead on producing high-quality
comics, though by the early 1950s it had diversified
into the Western, romance, and humor genres. Just
as Lev Gleason was one of the decade's most suc-
cessful comic-book companies, it was also among
the most controversial, reviled by critics for the bru-
tality and sadism of its comics and accused of
being a communist sympathizer.
In its early days, the company went through
several names (Your Guide, Rhoda, and Comic
House) and several editors (including future Plastic
Man artist Jack Cole). Its flagship title in 1939 was
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m
Silver Streak Comics, an unremarkable effort
enlivened only by a strip, drawn by Cole, about a
monstrous villain called the Claw. Things picked up
in issue #6 (September 1940) with the introduction
of Daredevil, by the Jack Binder studio and Don
Rico. Daredevil's origin seemed to owe more than a
little to the recently released Batman strip: Ren-
dered mute by the shock of seeing his parents
killed, Bart Hill builds himself up into a strong, fear-
less fighter to avenge the wrong done to him.
Inspired by a boomerang-shaped scar on his chest
(which has been branded by his parents' killers),
the young lad practices with a boomerang for years
until he becomes a deadly master with the weapon
(shades of the Batarang). In a somewhat implausi-
ble twist, when Hill dons his Daredevil costume he
miraculously regains the power of speech.
With little to differentiate it from its many
rivals, the Daredevil strip might have faded into
obscurity except that editor Cole had other ideas.
With issue #7, he took over the feature and reintro-
duced a memorable villain. Sensing that his terrify-
ing Claw (a giant, yellow-skinned creature of the
night with monstrous talons and teeth) needed a
worthy opponent, Cole pitted him against Daredevil
in a five-issue epic that thrilled his readers. In issue
#7, Cole also redesigned Daredevil's costume into
a split red-and-blue bodysuit with a spiked belt and
J59
Daredevil
a face-covering cowl, and he ditched the mute ploy.
Daredevil would go on to star in Silver Streak until
issue #17, his later tales being illustrated by Don
Rico, but before that his publishers had other plans
for the hero.
Enraged and affronted by the rise of Adolf
Hitler and the terrifying war in Europe, Gleason and
Bernhardt were determined to battle fascism the
only way they could, and so pitted their top hero
against Hitler himself. Daredevil Battles Hitler came
out in July 1941, five months before the United
States entered the war, and launched the
boomerang-toting superhero into a fifteen-year solo
career. Initial strips were fast-moving affairs, filled
to bursting with such villains as the Ghoul, Profes-
sor Venom, the Wizard, Fu Tong and, inevitably, the
Claw again. Token girlfriend Tonia Saunders was the
de rigueur damsel in distress. By this point, the fea-
ture was being produced by Charles Biro and Bob
Wood, who were elevated to joint editorship by the
comic's eleventh issue and immediately overhauled
its content and direction, deleting most of the title's
backup features.
Charles Biro was a limited, if energetic, artist
but a sensational writer, and under his direction
Daredevil, Boy, and Crime Does Not Pay (as Silver
Streak was renamed) were transformed. In Dare-
devil #13, Biro introduced a gang of teenage run-
aways, the Little Wise Guys — Scarecrow, Pee Wee,
Jock, and Meatball — and the strip began to revolve
around their adventures. The new strips were
incredibly wordy, dense morality tales, frequently
dealing with the problems of youth and small-town
life that were absolutely engrossing. Reflecting the
social concerns of Gleason and Bernhardt, Biro
dealt with such issues as crime, juvenile delinquen-
cy, alcoholism, child abuse, and doomed romance
with gripping energy and a surprising candor. Never
afraid to break with convention, Biro killed off one of
the Little Wise Guys (Meatball) in issue #13, and
replaced him with Curly.
Daredevil was soon given a new name, Bill
Hart, and (in issue #18) a new origin, in which he
was orphaned by an evil uncle and brought up by
aborigines in Australia; it was they who taught him
his prowess with the boomerang. During the World
War II years, Daredevil and his gang fought the
occasional Japanese invasion force but mostly con-
centrated on homegrown black-marketeers and
hoods, in strips very similar to Crime Does Not Pay,
the company's biggest seller. However, as the Little
Wise Guys grew in popularity, Daredevil became
increasingly a spectator in his own comic and, by
issue #69, he was gone for good — with the excep-
tion of a couple of bizarre appearances in issues
#79 and #80 where he and the Wise Guys flew to
Mars! Biro handled much of the writing himself, with
some help from Robert Bernstein, while the artists
were Norman Maurer, William Overgard, Al Borth,
Tony Dipreta, and others. Biro wanted his strips to
look a particular way — as little use of black as pos-
sible, to leave the artwork open for the maximum
amount of color — and so there is no mistaking one
of his strips. His stories were very distinctive as
well, full of well-developed, complex characters, con-
vincing dialogue and satisfying plots, and it is no
surprise that his comics were so popular.
Lev Gleason comics were among the most criti-
cized of the 1950s, and commentators frequently
complained that they glamorized crime, citing numer-
ous examples of violence, sadism, and cruelty. The
comics were certainly uncompromising, but Glea-
son's motives were more honorable than his detrac-
tors gave him credit for. Nevertheless, he gave up
publishing for good in 1956, with the final issue of
Daredevil (#134) nestling on the newsstands next to
DC Comics' Showcase #4, which heralded a new era
of superheroics, the Silver Age of comics
(1956-1969). Had Daredevil returned to his own
title, he might well have enjoyed a great comeback
along with the rest of Showcase's heroes, but by
that point he was long gone. In recent years, Ace
and AC Comics have published a few vintage Dare-
devil reprints (with AC even reviving him for occasion-
al outings under the copyright-secure name of "Red-
devil"), but for most fans the character's original
\tfl
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Daredevil II
name belongs to a more well-known superhero pub-
lished by Marvel Comics. — DAR
Daredevil 11
Daredevil, "The Man without Fear," was the last new
major Marvel superhero to come out of the comic
company's burst of creativity in the 1960s. It took
more than fifteen years for the superhero to
become a real fan favorite, but he has enjoyed
many fine periods since his introduction. The first
Daredevil issue appeared in mid-1964 and the char-
acter was the first of Marvel's heroes to be created
without the input of either super-artists Jack Kirby
or Steve Ditko, but he clearly owed a debt to one of
writer/editor Stan Lee's biggest successes, Spider-
Man. In a story drawn by veteran comics artist Bill
Everett, readers were introduced to a wisecracking,
yellow-costumed hero with a big "D" on his chest
who swung around the New York City skyline,
searching out trouble with his "radar sense" — a
scenario that fans of the legendary web-slinger
would have found all too familiar. But what differen-
tiates Daredevil from his more famous inspiration is
that he has a significant handicap: He is blind.
Daredevil's origin, recounted in that first issue,
tells of how put-upon bookworm Matt Murdock is
blinded by a radioactive canister while rescuing a
blind man from the path of an out-of-control truck
from the Ajax Atomic Labs. Young Matt, nicknamed
"Daredevil" by his high-school tormentors as a jab at
his straggly physique, is the son of washed-up boxer
"Battling" Jack Murdock, then on this way back to
the big-time through the help of a crooked promoter
known, rather suspiciously, as the Fixer. Throughout
high school and college, Matt builds himself up
physically, aided by his heightened senses (a side
effect of the accident that more than compensates
for his blindness) and, when his dad is killed after
refusing to throw a fight, he dons a costume and
becomes Daredevil, vowing to bring his father's
killers to justice. In addition to his "razor sharp"
§?S« UGLE-SUE ISSUE!
Daredevil #181 © 1982 Marvel Comics.
COVER ART BY FRANK MILLER.
senses that can hear someone else's heart beating,
never forget an odor once it is smelled, tell how
many bullets are in a gun by its weight, and distin-
guish color by its feel, Daredevil's innocent-looking
blind man's cane contains a grappling hook and
cable for scaling walls. On being confronted by the
imposing figure of Daredevil, the Fixer promptly dies
of a heart attack, so establishing early on the terrify-
ing effect the hero has on criminals.
The first issue also established the strip's sup-
porting cast: Murdock's partner in his law firm,
Franklin "Foggy" Nelson, and their beautiful blonde
secretary Karen Page; thus was the classic love tri-
TH£ SUPBBHeiZO BOOK
'6,
Daredevil II
angle set in place. Over the following decade, Lee
and other writers built up a formidable and bizarre
rogues' gallery for Daredevil, including the Owl, Mr.
Fear, Stiltman, the Gladiator, the Ox, Kilgrave the
Purple Man, the Jester, and Leapfrog, among many
others. The strip also boasted some of the finest
talents in comics, including Wally Wood (who intro-
duced Daredevil's famous all-red costume in issue
#7), John Romita, and Gene Colan, who would draw
the feature well into the 1970s. In typical Marvel
fashion, where Daredevil was a fast-talking joker,
Murdock was tortured and morose, petrified that his
secret identity would be discovered and unable to
reveal his true feelings to his seductive secretary.
Indeed, to cover up his secret life as a costumed
hero, Matt created a fictitious twin brother, the
obnoxious egomaniac Mike Murdock, whom he
impersonated for almost two years. Throughout the
deception, Foggy and Page were convinced that
Mike was actually Daredevil but by the decade's end
Matt finally revealed the truth to Page, who promptly
fled to Los Angeles to become an actress.
Throughout the early 1970s, Daredevil
acquired a new love, ex-KGB agent and slinky super-
heroine Natasha Romanoff, a.k.a. the Black Widow,
and the pair relocated to swinging San Francisco.
After four years of well-crafted crime fighting, includ-
ing a period when the Widow received equal cover
billing, the pair split, with Murdock returning to
Foggy in New York and Romanoff joining the short-
lived supergroup the Champions. While by no
means one of Marvel's top-selling titles, the comic
of this period was nonetheless invariably one of the
company's most readable books, with consistently
fine art from Gene Colan, Bob Brown, and rising
star inker Klaus Janson. One 1976 issue (#133)
even guest-starred celebrity paranormalist Uri
Geller, but a more significant development was the
introduction two months earlier of the deadly
sureshot villain Bullseye, who could make literally
anything into a weapon.
In 1979, Daredevil issue #158 saw the intro-
duction of a promising young artist by the name of
Frank Miller. He took over scriptwriting two issues
later, transforming the comic into a fan favorite and
changing its direction forever. Miller's art was both
cinematic and atmospheric, with a terrific knack of
grabbing the reader's attention and not letting go.
Miller's first act as writer was to introduce a myste-
rious female assassin called Elektra, a deadly
Ninja-trained bounty hunter working for the evil King-
pin. But, to confuse things, she had also been Mur-
dochs first love and, over the course of the next
few years, their complicated and deadly fascination
with each other inspired a fanatical following. What
had once been just another comic to most readers
was now unquestionably the most talked-about title
in the United States. Miller became the first cre-
ative star of the 1980s and the strip's searing,
dark, violent, explosive direction was mimicked
across the comics industry.
From issue #168 to his last hurrah in issue
#191, Miller wove an ongoing, elaborate saga
involving the Kingpin, Elektra, assorted Ninjas, an
increasingly psychotic Bullseye, and numerous
lowlifes and gangsters. In his hands (aided greatly
by the talented Janson), New York became almost a
character in its own right, with Miller delighting in
delineating its totemic water towers, forests of sky-
scrapers, and fetid backstreets. He also greatly
expanded the feature's supporting cast, introducing
the chain-smoking Daily Bugle reporter Ben Urich
(who guesses Daredevil's true identity) and the
blind derelict known only as Stick, a Zen master
who had tutored the teenage Murdock in developing
his heightened senses. In the course of the epic,
Bullseye went mad and Elektra was killed off,
although in a final act Miller resurrected her, much
to fans' relief. Elektra's popularity inspired a wildly
well-received 1986 miniseries written by Miller and
painted by Bill Sienkiewitz, and as of 2004 nine dif-
Opposite: From Daredevil #220 © 1985 Marvel Comics.
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Daredevil II
ferent Elektra titles (including reprints and mini-
series) have appeared.
In 1983, Miller moved over to DC Comics,
where he would create another of the decade's
standout titles, The Dark Knight Returns (also with
Janson's inks); Marvel found him a hard act to fol-
low. In time, another emerging artist, future New
Yorker star David Mazzuchelli, joined the title and
soon began to make waves with a beguiling combi-
nation of Colan's fluidity and Miller's atmospherics.
An increasingly popular run was capped in 1986 by
the return of Miller on scripts, resulting in the "Born
Again" storyline (in issues #227-#233), which, if
anything, surpassed the comic's earlier triumphs.
The story saw the return of the long-forgotten Karen
Page, now a faded starlet and abject drug addict,
who had sold Daredevil's secret identity for the
price of a "hit." In the coming months, the Kingpin
systematically destroyed Murdock's career, reputa-
tion, friendships, and almost his life, but salvation
appeared in the form of a nun who rescued the
derelict and dying hero. The story's denouement
reunited a drug-free Page with Murdock, revealed
that the nun was in fact his long-lost mother, and
established a new life for America's favorite hero,
helping the poor of New York's Hell's Kitchen.
In an ideal world, the comic would have ended
there — as close to perfection as any superhero
comic has a right to be — but, of course, with high
sales and an enthusiastic readership, that was
never going to happen. Miller and Mazzuchelli left to
create the legendary Batman Year One series, and
their successors have effectively based their work
on this period ever since. In 2003, the live-action
feature film Daredevil was released to strong box-
office and general critical acclaim, particularly from
fans who hailed it as one of the most convincing
superhero films to date. The film starred Ben
Affleck as Daredevil and Jennifer Garner as Elektra;
with a supporting cast of Bullseye, the Kingpin,
Foggy, and Ben Urich, it is very much based on
Miller's vision of the comic.
In the post-Miller era, Ann Nocenti (one of
comics' most notable female writers) teamed up
with artist John Romita Jr. (whose father had made
his Marvel debut with Daredevil some two decades
earlier) for a long run on the comic. Nocenti intro-
duced another female assassin, the schizophrenic
Typhoid Mary, brought back the Kingpin, and pitted
Daredevil against Marvel's own version of the devil,
Mephisto. That team's successors, Dan Chichester
and Lee Weeks, revisited the "Born Again" era, right
down to the comic's artwork, Murdock's mental
breakdown, and the villainy of the Kingpin (yet
again). In the 1990s, readers were presented with
more mental breakdowns, a new Kevlar-armored
costume, the return of the hero's mother, his old
costume, a brief stint with the secret organization
S.H.I.E.L.D., and Daredevil's old pal Stick. By this
point, Miller's reinvention of the hero as a dark, tor-
mented, unstable character had permeated the
industry to such an extent that strips as diverse as
Aquaman, Green Arrow, and Ghost Rider had been
given a makeover, and Daredevil was now just one
of the crowd.
In 1998, after 380 issues, Marvel decided to
relaunch the strip from #1 as part of its more
mature Marvel Knights line, and recruited cult film
director Kevin Smith as writer and soon-to-be new
Marvel boss Joe Quesada on art. Smith and his
successor Brian Michael Bendis have succeeded in
making fans sit up and take notice by introducing a
new twist — possibly unique in the genre — of reveal-
ing Daredevil's secret identity to the world. Follow-
ing an unsuccessful coup attempt against the King-
pin (him again!), former deputy Mr. Silke turned him-
self in to the FBI, revealing to them the one bargain-
ing chip he had: the knowledge that Matt Murdock
is Daredevil. Within a day, news leaked out to the
Daily Globe, which splashed the revelation to a star-
tled nation. Murdock and Foggy Nelson (who
learned of Murdock's secret some years earlier),
back together again as law-firm partners, respond-
ed with a $400 million lawsuit, but no one was con-
vinced by their denials. With Bendis and the photo-
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TH£ SUPBBHeiZO BOOK
Daredevil in the Media
realistic Alex Maleev creating riveting stories and a
strong fan following, Daredevil has once more
become one of the industry's most innovative and
talked-about comics. — DAR
Qavedwfl in
the Media
Prowling the night, he lives in a world of shadows.
Matt Murdock may be a crusading lawyer by day, but
when the lights go out, it's time for him to turn vigi-
lante as Daredevil, the "Man without Fear." And
although Murdock is blind, his hyper-senses allow
him to fight crime with a kind of radar that might
make him see just a bit better than his enemies.
Daredevil first burst onto the comics page in Dare-
devil #1 (August 1964), co-created by Stan Lee and
Bill Everett. Although his costume was originally a
garish red-and-yellow creation, it quickly became a
sleek red bodysuit.
Daredevil's first media appearance was actual-
ly just a glimpse, and not even of the real hero. In
the debut episode of 1981's Spider-Man and His
Amazing Friends, Daredevil's is one of the outfits
briefly seen at a costume party. It was his only
appearance on television in the 1980s, even
though Daredevil's main adversary the Kingpin
would bedevil Spider-Man on this series and a con-
current syndicated Spider-Man series.
During 1984, Marvel Productions planned a
Daredevil animated series, and ABC announced it
on their fall schedule in Hollywood trade newspa-
pers. Dick Sebast was the producer, but early script
development had details such as a van with a can-
non-catapult, which Daredevil used to shoot himself
to the scene of crimes! When the network wasn't
wild about the show's direction, Mark Evanier was
brought aboard to rewrite the pilot script, jettisoning
the objectionable material. He kept Murdock's see-
ing eye dog ("Lightning the Super Dog," according to
THB SUPBBHeZO BOOK
promo art), but turned the plot more toward the
lighthearted crime-fighting stories presented in
Daredevil's 1964-1965 adventures as drawn by
Wally Wood. Despite the ABC announcement, Dare-
devil didn't make the schedule after all, the victim
of company politics.
It was not until 1995 that Daredevil made his
real animated debut. In the second-season opening
episode of the syndicated Fantastic Four (FF) series
in 1995— titled "And a Blind Man Shall Lead
Them" — Daredevil and Murdock were voiced by Bill
Smitrovich, and the hero helped the FF fight master
villain Doctor Doom. In September 1996, Daredevil
made two appearances in the third season of Fox's
animated Spider-Man series. In chapters 6 and 7 of
the "Sins of the Fathers" storyline, Murdock helps
clear Spider-Man of murder charges, while Daredevil
helps him fight crime. Edward Albert voiced Mur-
dock/Daredevil, while Roscoe Lee Brown was Wil-
son Fisk/Kingpin. Those episodes, along with the
Fantastic Four story, were collected as a Daredevil
vs. Spider-Man DVD in 2003.
Daredevil made his first live-action appearance
in May 1989 in the NBC telefilm Trial of the Incredi-
ble Hulk. That project, written by Gerald DiPego and
directed by Bill Bixby, reunited the cast of The
Incredible Hulk TV series in a storyline in which
David Banner (Bixby) is accused of assaulting a
woman on a subway. When he goes to trial, he
seeks the help of blind attorney Murdock (film and
Broadway star Rex Smith). After Banner "Hulks out,"
the Hulk (Lou Ferrigno) and Daredevil take on the
criminal Wilson Fisk (John Rhys Davies).
Trial was meant as a backdoor pilot to see if
NBC wanted to commit to a Daredevil TV series.
The storyline was fairly faithful to the comics origins
of "hornhead," but fans weren't happy that Dare-
devil's costume was significantly altered. Instead of
red togs, the crime fighter wore an all-black outfit
that looked more suited to ninja-wear than super-
hero-ing. At least he still had his radar sense and
all-purpose billy club.
'6s
Daredevil in the Media
Jennifer Garner (Elektra) and Ben Affleck (Daredevil) duel in a scene from Daredevil.
In March 2002, shooting began on a Daredevil
feature film, from New Regency Enterprises and
Twentieth Century Fox. Longtime Darectew'/fan Mark
Steven Johnson both scripted and directed the film,
concentrating on the comic's origin story and Frank
Miller's Bullseye-Elektra storyline (1979-1983), as
well as elements from more modern storylines. The
plot finds Daredevil (Ben Affleck) up against Kingpin
(Michael Clarke Duncan), who had hired psychotic
assassin Bullseye (Colin Farrell) to kill the father of
Elektra (Jennifer Garner).
The film featured bravura fight scenes and a
stunning visualization of Murdock's radar-vision.
Fans appreciated the red leather costume that was
fairly faithfully realized, as well as the peppering of
cameo appearances from real-life comics creators
Stan Lee, Frank Miller, and Kevin Smith. Affleck had
little to do but look grim in the Daredevil costume,
but as Murdock, he played blindness credibly and
presented a sympathetic man who retained a sense
of humor despite being physically tortured due to his
punishing good deeds. Less popular with fans was
the reimagining of Kingpin as an African-American vil-
lain instead of a Caucasian crime lord, and the lack
of traditional costume for either Elektra or Bullseye.
Instead of Elektra's red (or white) ninja gear, Garner
wore dark leather, while Farrell's Bullseye traded in
blue-and-white tights for a tank top, trenchcoat, and
tough-guy forehead scar. Few quibbled with the act-
ing talents of Duncan, Farrell, and Garner, however,
with each filling their role — as written — nicely, and
reflecting elements of their comics characterization.
While critics gave Daredevil a mixed reception,
the public liked the film, giving it a record opening
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Dark Horse Heroes
weekend in February 2003 and a $102-million-plus
domestic box office take. Duncan reprised his role
(in voice only) as Kingpin in an episode of MTV's
computer-animated Spider-Man series in August
2003. Meanwhile, Fox has discussed a Daredevil
animated series, and deals have been signed for
development on a sequel for Daredevil and a stand-
alone Elektra film, with both Affleck and Garner
signed to reprise their roles. Clearly, the "Man with-
out Fear" is also the "Man with a Hollywood
Future." — AM
Part: Horse
Heroes
Mike Richardson, owner of a successful chain of
comics shops in the Portland, Oregon, metropolitan
area, was dissatisfied with the caliber of material
being produced in the mid-1980s, and invested in a
highly risky venture: publishing his own comic-book
line. Dedicated to producing quality projects with
diversified subjects, and to giving major publishers
Marvel and DC Comics a run for their money, his
tenaciously named Dark Horse Comics charged out
of the gate in 1986 with its black-and-white antholo-
gy series, Dark Horse Presents (DHP). Paul Chad-
wick's Concrete and Chris Warner's Black Cross
were featured in DHP#1, two nontraditional strips
featuring nontraditional heroes. True to Richard-
son's vision, those stories were miles above stan-
dard B&W fare and rivaled the quality of the best
comic books then being published by the majors.
Concrete and Black Cross helped Dark Horse
define a template that would direct the path of the
company's heroes to follow: a nurturing of creators'
visions and a drive to be different.
Richardson, abetted by editorial second-in-com-
mand Randy Stradley, expanded the Dark Horse line
in the late 1980s with licensed titles, continuing
the sagas of Twentieth Century Fox's Aliens and
Ghost #2 ™ & © 1995 Dark Horse Comics, Inc.
COVER ART BY ADAM HUGHES.
Predator movies in best-selling comic books. The
promise of lucrative royalties lured top talent to this
upstart's books, and before long big-name creators
anxious to break free of the corporate restraints of
Marvel and DC Comics were bringing their personal
wares to Dark Horse.
John Byrne, a fan favorite from his work on X-
Men, Fantastic Four, The Incredible Hulk, and Super-
man, came knocking on Dark Horse's door in 1992
with his original superhero concept, The Next Men.
This series, an homage to Marvel's X-Men, featured
a quintet of mutates who flee from the top-secret
"Project Next Men" and struggle to adjust to the real
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'6T
Dark Horse Heroes
world while avoiding their pursuers. Byrne followed
his thirty-issue stint on Next Men with his short-lived
Fantastic Four pastiche, Danger Unlimited.
Also in 1992, Dark Horse picked up Grendel,
Matt Wagner's bleak but compelling study of aggres-
sion that originated in the late 1980s at Comico the
Comic Company, for a lengthy run of irregularly pub-
lished miniseries and one-shots. On two occasions,
Wagner's creation encountered the Dark Knight in
DC/Dark Horse Batman/ Grendel crossovers. Gren-
del is in development as a movie, with a release
date yet to be unannounced.
Eccentric cartoonist Bob Burden transplanted
his bizarre superhero comic books The Flaming Car-
rot and its spinoff Mysterymen Stories to Richard-
son's company in the mid-1990s. The latter proper-
ty became a movie produced by Dark Horse Enter-
tainment: Mystery Men (1999) featured a band of
low-rent superheroes, including Mr. Furious (Ben
Stiller), the Bowler (Janeane Garofalo), Captain
Amazing (Greg Kinnear), and the Spleen (Paul
Reubens). Despite its impressive cast and a
wickedly satirical script, Mystery Men tanked at the
box office. Another established independent super-
hero series that temporarily relocated to Dark
Horse was Mike Baron and Steve Rude's Nexus, a
critically lauded science-fiction concept — inspired in
part by Rude's fascination with the television car-
toon Space Ghost— which featured the exploits of
an intergalactic executioner. Similarly, Mike Allred's
snappy beatnik-hero concept, Madman Comics, was
picked up by Dark Horse in the mid-1990s and
stayed there until late 2000.
Creator Mike Mignola's Hellboy, the story of an
orphaned demon, debuted at Dark Horse in 1994.
Mignola's stylish, shadowy rendering and his flair
for having fun with dark subjects struck a chord with
readers. Numerous Hellboy miniseries and specials
have appeared, as has some merchandising, and
director Guillermo del Toro's live-action feature Hell-
boy, starring Ron Perlman (of TV's Beauty and the
Beast), was released in April 2004— just in time for
the character's tenth anniversary.
Dark Horse had made a name for itself pub-
lishing other people's characters: creator-owned
series and licensed titles (Godzilla, Terminator,
Tarzan, Star Wars, and other properties joined
Aliens and Predator). When Richardson, Stradley,
and their editorial staff decided to produce super-
hero comics all their own, they were determined to
create superheroes unlike any other publisher's.
Dark Horse's first company-owned superhero —
the Mask — first appeared in Dark Horse Presents
#11 (1987), quite early in the company's history. A
twisted, graphic melding of Bugs Bunny and the Ter-
minator, the original Mask is actually poor schmuck
Stanley Ipkiss, who buys a bizarre ancient mask
and gains Looney Tunes-inspired superpowers, but
uses these abilities to slaughter his tormentors.
The Mask made repeated appearances, with other
unlucky souls gaining the artifact and its dangerous
properties, before heading to the big screen (albeit
in a watered-down, family-friendly incarnation) with
The Mask (1994), a film co-produced by Richard-
son, with Jim Carrey in the lead. The Mask was a
summer box-office hit, and an animated series and
loads of action figures followed.
Brand-new superhero universes flooded comics
shops in the early 1990s, the result of a specula-
tor-fueled sales boom. Dark Horse entered this
competition for market share in 1993 with its
boastfully named "Comics' Greatest World" (CGW),
which situated new heroes in four distinctive envi-
ronments: Arcadia, an art deco-inspired Mecca for
mobsters; Steel Harbor, a bombed-out urban land-
scape overrun by superthugs; Golden City, a picture-
perfect megalopolis governed by superheroes; and
Cinnabar Flats, the sparsely populated, Southwest
desert location of an interdimensional vortex and a
top-secret military installation. Sixteen titles (four in
each environment), bargain-priced at one dollar
each, were released to introduce the cities and
their stars.
This baptismal gimmick was succeeded by a
quartet of ongoing monthly series, each deeper in
content than the standard superfare: Catalyst,
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Dark Horse Heroes
Go Boy 7 #1 ™ & © 2003 Dark Horse Comics, Inc.
COVER ART BY FRANCISCO RUIZ VELASCO.
Agents of Change, set in Golden City, dealt with the
woes of a Utopian gated community, including the
U.S. government's suspicions over its autocracy and
an influx of persistent would-be immigrants. X, the
Arcadia title, was a violent study of a lone vigilante's
efforts to unravel the city's corruption. Out of the Vor-
tex, based in Cinnabar Flats, focused on the dubious
motivations of an extraterrestrial called Vortex who
emerged from the region's strange whirlpool, as well
as the military's efforts to take advantage of alien
nanotechnology. Finally, Steel Harbor's Barb Wire
starred a hard-hitting, motorcycling lady brawler.
Other series and specials were released to help
strengthen Comics' Greatest World, featuring super-
heroes cut from a more cerebral cloth: The Machine,
featuring a horrific tech/flesh fusion; Motorhead, a
heavily tattooed, muscle-bound bar bouncer haunted
by voices implanted into his head; Titan, an arrogant
superman with few mental gifts; Mecha, a free-
wheeling iron man; Hero Zero, a teenage boy who
morphed into a Japanese-robot-inspired giant (he
even fought the King of Monsters in Godzilla vs.
Hero Zero); Division 13, an X-F/7es-esque task force;
Agents of Law, a Catalyst sequel with Golden City
leader Grace deposed from her own city; and Ghost,
a moody series involving a sexy, gun-toting wraith
butchering Arcadia's bad boys.
X, written by Steven Grant, was a modest hit,
and Steel Harbor's "babe on wheels" became a
movie star — in the ample (and heavily exploited)
form of Pamela Anderson — in Barb Wire (1996), a
poorly received movie borrowing the comic's tag
line: "Don't Call Me Babe!" The one success of
these Dark Horse heroes was Ghost. Initially script-
ed by screenwriter Eric Luke (Explorers) with lushly
rendered covers and interior art by comics' most
celebrated "Good Girl" artist, Adam Hughes, Ghost
ran through 2000. Dark Horse produced a Ghost
action figure and three crossovers involving the
character: Ghost/Batgirl (with DC Comics),
Ghost/ Hellboy, and Ghost and the Shadow.
Despite Dark Horse's valiant efforts, the
comics industry became glutted in the mid-1990s
and imploded. After a 1994 attempt to reimagine
"Comics' Greatest World" as "Dark Horse Heroes,"
the titles, save Ghost, were canceled, one by one.
As a result, Dark Horse continues in the 2000s as
a smaller, more tightly run comics machine, count-
ing the Star Wars and Buffy the Vampire Slayer fran-
chises, Hellboy, and American-distributed Japanese
manga series like Ghost in the Shell as its most
successful properties. In 2003, Dark Horse
launched a new line of superhero titles under its
"Rocket Comics" imprint: Go Boy 7, Hell, Syn,
Galactic, Lone, and Crush, youth-oriented concepts
with contemporary themes and in-your-face charac-
ters. Given Dark Horse's persistence and flair for
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'*
Dazzler
originality, Rocket may very well succeed where
CGW didn't. —ME
Qazzlev
Alison Blaire, a young woman with the mutant ability
to transform sound into blinding light bursts, holo-
graphic illusions, and even intense laser blasts,
first flared across the Marvel Comics firmament in
late 1979 in an issue of X-Men (vol. 1 #130, cover-
dated February 1980), the creation of writer Chris
Claremont and co-plotter and artist John Byrne. Like
most mutants, Blaire's powers do not manifest
themselves until her teens, suddenly appearing
while she is performing at a high-school dance. For-
tunately, Blaire's adolescent audience mistakes her
nascent light powers for clever stagecraft. Though
her father, Judge Carter Blaire, wants her to pursue
a legal career as he did, she enters the world of
music instead, using her powers on stage to visual-
ly enhance her vocal performances; as during her
high-school years, the adult Blaire's audiences
attribute her light shows to special effects. As she
matures, Blaire develops her abilities — which, inci-
dentally, are useless in a vacuum, or in the com-
plete absence of sound — into formidable offensive
and defensive weapons. Her mutant talents (which
account for her stage name Dazzler) eventually
attract the attention of the villainous Hellfire Club,
whose minions attack her, and the X-Men, who try
to recruit her. However, Dazzler doesn't opt to join
the team until years later, after going on musical
tours during which she finds herself using her pow-
ers to thwart various undistinguished criminals.
Also known as "the Disco Dazzler," Blaire rep-
resents Marvel's attempt to capitalize on the disco
craze of the 1970s, though her debut came a little
too late to be anywhere near the "cutting edge" of
contemporary popular culture. But Dazzler proved
popular anyway, and this success prompted Marvel
to place the character in her own self-titled monthly
series, beginning with Dazzler #1 (March 1981),
written by Tom DeFalco with pencils by John Romita
Jr. This series was destined to change the face of
comics forever — though this was more due to the
book's marketing than to its content.
Throughout the mid-1970s, the vast majority of
new comics sales occurred on newsstands. But as
the decade wore on, news vendors began seeing
comics as less profitable than other periodicals,
causing steady declines in sales. Meanwhile
comics shops across the United States — mostly
subsisting from the sales of back issues — had
been clamoring to Marvel and DC for new comics
made strictly for the comic-shop market (or "direct-
sales market," as it is usually called inside the
industry). Taking a cue from small upstart publish-
ers such as Pacific Comics — who sold its publica-
tions to comics stores at unprecedented deep dis-
counts but also adopted newsstand-antithetical
nonreturnable terms — Marvel made its new Dazzler
title exclusive to the direct market, racking up an
impressive 428,000 in sales for the premiere
issue. Although newsstand sales remained Marvel's
bread and butter for the next several years, Dazzler
had put the writing on the wall in great, glowing let-
ters: The direct-sales market was here to stay. By
the end of the decade, upwards of 5,000 comics
shops were thriving across the country, dwarfing
Marvel's flat newsstand sales.
Although Dazzler's best days were rather quick-
ly behind her — sales of her series' debut issue may
have been inflated somewhat by collector specula-
tion, and the series went bimonthly in 1983 before
expiring with its forty-second issue — the character
soldiered on, struggling to adapt to changing times.
Reinventing herself periodically in Madonna-esque
fashion, she redesigned her costume several times,
taking her musical career in a more relevant (for the
1980s, at least) techno-pop direction. In the 1984
graphic novel Dazzler: The Movie, writer (and Marvel
editor-in-chief) Jim Shooter sent Alison Blaire to Hol-
lywood, where a crooked producer named Roman
Nekoboh (strangely, that's "Hoboken Namor"
spelled backward) takes advantage of her both per-
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DC Comics
sonally and professionally; instead of benefiting
from having starred in a career-boosting biopic,
Blaire finds herself "outed" as a congenital super-
human, her show-business career essentially
destroyed by the general public's hysterical hatred
of mutants.
During the late 1980s, Alison rebuilds her life
while living and training with the X-Men, under whose
tutelage she greatly refines her powers. She meets
and falls in love with the extradimensional mutant
entity known as Longshot during this time, but fails
to kindle a satisfying relationship with him right away
because of his romantic tone-deafness, as it were.
In the early 1990s, Dazzler is killed during a battle
against anti-mutant forces in Dallas, Texas, only to
be restored to life by a sorceress named Roma —
who confers upon her the dubious "gift" of causing
others to lose their memories of her, and gives her a
vampire-like inability to be recorded on audio, video,
or film; this development is an anathema for one
who seeks show-biz immortality.
After helping Longshot rid his other-dimension-
al realm of Mojo, its tyrannical ruler, Blaire finally
settles down with Longshot on his homeworld.
Tragedy strikes soon afterward, however, when Long-
shot goes missing after a battle, and she miscar-
ries his child; a second Mojo reconquers Longshot's
world (which is destroyed soon thereafter), forcing
Blaire to flee to Earth. As the new millennium
dawns, Dazzler is once again a solo act, trying to
reconstitute her life and musical career and proving
herself to be one of Marvel Comics' most tenacious
survivors. — MAM
QC Comics
"An adventurer, an author, a teller of tall tales, a
dreamer, and perhaps a bit of a rogue, Major Mal-
colm Wheeler-Nicholson was the individual who cre-
ated the comic book as we know it today," observed
writer Les Daniels in his book, DC Comics: Sixty
TH£ SUPBBHeiZO BOOK
Years of the World's Favorite Comic Book Heroes
(1995). Nicholson, a former cavalry officer, drew
from his military experiences when penning fiction
stories in the late 1920s and early 1930s for a
pulp magazine whose name would soon bear great
significance for him: Adventure.
In February 1935, the indomitable Nicholson
published New Fun, a collection of all-new comic
strips in a comic-book format. Reprints of strips had
been previously collected by other publishers, but
New Fun was the first new comic book. The major's
company, National Allied Publications, soon added
to its roster New Comics, but before long changed
the series' titles to More Fun Comics and New
Adventure Comics, respectively.
Comic-book publishers trickled into existence
in the mid-1930s. One of them, Harry Donenfeld
and Jack Liebowitz's Detective Comics, Inc., part-
nered with Nicholson's National in 1936, ultimately
buying out the major's interest the following year. By
endorsing his check, Major Malcolm Wheeler-Nichol-
son was transformed from an influential innovator
to a footnote in the annals of comics history; few
readers or fans are aware of his valuable contribu-
tions and, stated Daniels, "He died, all but forgot-
ten, in 1968."
THB COMING OF SUPZZMAN
ANP BATMAN
This new publishing house lived, however, and
grew. Now officially called National Comics, but bet-
ter known as "DC" (for Detective Comics, its flag-
ship series), DC produced anthology series that
delivered short stories bristling with verve but lack-
ing identifiable characters. When Liebowitz assigned
editor Vin Sullivan the start-up title Action Comics,
the search began for a headlining character.
A young collaborative team from Cleveland,
Ohio, writer Jerry Siegel and artist Joe Shuster, had
been producing strips for DCs More Fun and New
Adventure. Their labor of love, a brightly garbed
'*
DC Comics
champion with amazing powers they called Super-
man, had earlier been rejected by newspaper syndi-
cates but seemed right for DCs new title. Placing
Superman — effortlessly heaving a sedan over his
head — on the cover of Action Comics #1 (June
1938) was a wise move for DC: This assertive
image was unlike anything the comics audience had
ever seen. In the History Channel's documentary
Comic Book Superheroes: Unmasked (2003), film-
maker Kevin Smith remarked, "I'll never have any-
thing approaching the level of the sense of wonder
that those first kids who opened up Action #1 had."
The first costumed superhero was born.
And so was an industry. Action sold phenome-
nally well, and competitors instantly materialized
with inventive successors and transparent replica-
tions of DCs "Man of Steel." Instead of plagiarizing
its own character, DC chose, with its second major
superhero, to create the antithesis of Superman.
Detective Comics #27 (May 1939) introduced the
Batman, a grim vigilante created by artist Bob
Kane, abetted by writer Bill Finger. With his forebod-
ing guise (chosen to "strike fear" into the hearts of
the "cowardly lot" of criminals) and violent methods
(Batman killed gangsters early on), the Batman was
comics' original anti-hero.
TPAU01AZ£P OF THE GOLPZN
A&B C1933-19S4)
The Batman's gruesome methods made pub-
lisher DC nervous, and soon the hero's edge was
softened by the addition of the first-ever superhero
sidekick: the "laughing young daredevil" Robin the
Boy Wonder, heralded as "the sensational character
find of 1940" in his Detective #38 debut (April
1940). The Batman, shadowy avenger, became Bat-
man, costumed crime-fighting mentor and patriarch.
In the late 1930s, DC formed an alliance with
M. C. Gaines' All-American Publications (AA), with
Gaines' titles bearing DCs imprint. Gaines pub-
lished several series that initiated the next wave of
superheroes who would become DC Comics main-
stays: "The Fastest Man Alive," the Flash, and the
winged hero Hawkman first appeared in Flash
Comics #1 (January 1940), and the power
ring-wielding Green Lantern bowed in All-American
Comics #16 (July 1940). Gaines was instrumental
in two other important DC milestones: the creation
of comics' original superteam, the Justice Society
of America, in All Star Comics #3 (Winter 1940),
and the birth of the most popular and enduring
female superhero, Wonder Woman, in All Star #8
(December 1941-January 1942). DC and AA tem-
porarily parted company in 1944, but by the follow-
ing year DC had purchased Gaines' properties.
DC, like other American comics publishers,
enlisted its superheroes in the war effort during
World War II — even before the United States official-
ly entered the conflict. Siegel and Shuster were
commissioned by Look magazine to prepare a two-
page comics story called "How Superman Would
End the War," which was published on February 7,
1940. The tale depicted the Man of Steel corralling
the "power-mad scoundrels" Adolf Hitler and
Joseph Stalin and dropping them off in Geneva to
be tried. After the bombing of Pearl Harbor, pro-
Allied propaganda became common in DCs titles,
particularly on its covers: Batman and Robin sold
bonds, Hawkman dropped a bomb on Japan while
signing "V for Victory" to the reader, and the Justice
Society delivered food to the "starving patriots" in
occupied Europe.
PC SUPBPHBPOeS CONQ.UBP
POPULAR CULTUBe
The Man of Steel became a media sensation in
the 1940s. The Fleischer animation studios pro-
duced a celebrated series of seventeen Superman
cartoon shorts beginning in 1941, and the hero
spun off into a radio drama, a long-running newspa-
per strip, and two live-action movie serials. The hero
was heavily merchandized throughout the decade,
in figurines, board games, puzzles, and other novel-
ties. Superman also moonlighted in product
tfr
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DC Comics
endorsement, pitching everything from Kellogg's
Pep cereal to Conoco "N-tane" gas. Other DC stars
shone in the media — Batman and Robin starred in
two serials and a short-lived comic strip, while
Congo Bill, the Vigilante, and Hop Harrigan
appeared in movie serials of their own. Yet no DC
character of the era could hold a candle to Super-
man: The Man of Steel was the man of ubiquity.
Once World War II ended, America's love affair
with superheroes similarly died, and caped cru-
saders crashed and burned as quickly as they had
premiered a few years prior. By the end of the
1940s and into the 1950s, only Superman, Bat-
man, and Wonder Woman remained in print in their
own titles, with a few "B" players (Superboy, Aqua-
man, Green Arrow and Speedy, and a few others)
visible in backup stories. DC pursued new genres in
the 1950s: Westerns, funny animals, science fic-
tion, horror, combat, romance, teen- and kid-orient-
ed humor, and even celebrity tie-ins (comedians
Jerry Lewis and Bob Hope had their own DC comics
for years). With the burgeoning medium of televi-
sion competing for the attention of comics' young
audience, sales slipped. "It was a real tough time,"
penned editor Mike Gold in his introduction to the
DC Comics collected edition, The Greatest 1950s
Stories Ever Told (1990).
Psychologist Fredric Wertham made it even
tougher. In his contemptuous book Seduction of the
Innocent (1954), Dr. Wertham condemned comic
books as a gateway to juvenile delinquency and sex-
ual immorality, charging that Batman and Robin
were gay and that Wonder Woman was a "frighten-
ing image for boys." His book leveraged U.S. Sen-
ate hearings against the entire comic-book industry,
resulting in the implementation of a censorship
board called the Comics Code Authority. Most of
DCs content had been innocuous enough to
emerge unscathed, but Batwoman and Bat-Girl were
introduced to skirt any inkling of homosexuality
between Batman and Robin, and Wonder Woman
was recast in a less-threatening manner compliant
with patriarchal views of feminine roles.
Throughout this tumultuous decade, Superman
held strong. He rocketed to television stardom, por-
trayed by George Reeves on the syndicated live-
action series The Adventures of Superman
(1953-1957). Superman merchandising marched
forward, and his comics franchise expanded. Super-
man aside, DCs sales suffered.
PC PBFTNBS THE SUVZZ AG£
0956-1959)
In 1956, editor Julius "Julie" Schwartz revived
the Flash — albeit an updated version in a stylized
new costume — in the "try-out" series Showcase
(#4, September-October 1956). The Flash was a
hit, returning for more Showcase outings before run-
ning off into his own series. The Flash's (re)intro-
duction marked the beginning of what would soon
be known as the Silver Age of Comics.
Schwartz similarly reworked Green Lantern
beginning with Showcase #22 (September-October
1959), then made a courageous next step by
reimagining the Justice Society in the form of an
all-new Justice League of America in The Brave and
the Bold #28 (February-March 1960). Hawkman
and the Atom were also revived, and new heroes
like Metamorpho, the Metal Men, and the Teen
Titans were introduced. Superheroes became a hot
commodity, and once again, DC Comics had
defined at trend.
*8ATMANIA"
SWEEPS TH£ U.SA.
In 1964, Batman received a makeover under
Schwartz's direction: Silly menaces like space
aliens and monsters, which had populated the Bat-
man books with alarming frequency, were discarded
and the stories became more science- and detec-
tive-oriented. Batman's Batmobile was retooled into
a stylized hot rod, and the hero's all-purpose utility
belt now housed an arsenal inspired by the gadgets
of the James Bond movies.
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'*
DC Comics
January 1966 marked a milestone in DC
Comics history. The colorfully campy live-action tele-
vision series Batman (1966-1968), starring Adam
West and Burt Ward, premiered as a twice-weekly
program on ABC and became a runaway hit. With its
surfin' score, imaginative sets, frenetic pacing, and
celebrity-cast villains, Batman commandeered the
nation's attention. Hundreds of merchandized
items, most authorized but some cheaply pirated,
flooded toys stores, magazine racks, record bins,
clothing outlets, and grocery marts.
Batman's popularity inspired a fad of serious
and satirical superheroes during the mid- to late
1960s. DCs sales improved, especially on its Bat-
man titles. Superman also basked in the glow of Bat-
man's acclaim: Reruns of Superman's 1950s TV
show were widely syndicated, a new Superman ani-
mated program premiered, and a stage musical
about the Man of Steel hit Broadway. As with all
trends, however, Batmania ran its course: The TV
series was canceled in 1968 and DCs sales dropped
precipitously. The company was being outdistanced
in the marketplace by competitor Marvel Comics.
Not that the DC editors noticed. "We were top
dog for so long," reflected longtime DC editor Mur-
ray Boltinoff, "we became impervious to any criti-
cism or new ideas. We thought everything we did
was right." Readers thought otherwise, preferring
the quirky, problem-ridden Marvel superheroes like
the Fantastic Four, the Incredible Hulk, and the
Amazing Spider-Man.
New management certainly took note, though.
Kinney National Services bought DC in 1967, begin-
ning a transformation that would eventually evolve
into the Time Warner media conglomerate. Corporate
higher-ups initiated DC staff changes. "DC needed a
kick in the rump. And they brought me on board to do
it," revealed Carmine Infantino, former artist of The
Flash, in the fanzine Back Issue #1 (2003). Infantino
was hired first as art director, then promoted to edito-
rial director and later publisher of the DC line. Stodgy
literary editors were replaced by editors with artistic
backgrounds, like Joe Orlando, Dick Giordano, and
Joe Kubert: "I felt the company needed visual peo-
ple, because comics is a visual medium," Infantino
said. In the late 1960s through the mid-1970s, DC,
under Infantino's direction, was reborn.
"KIRBYTS COMING!"
New superheroes that defied DCs traditional
mold began to appear, among them, the maniacal
Creeper and the argumentative Hawk and Dove, two
concepts created by Steve Ditko (former artist of Mar-
vel's The Amazing Spider-Man). Batman returned to his
dark roots, largely thanks to writer Denny O'Neil and
artist Neal Adams, and Superman became hipper, with
his alter ego Clark Kent shifting careers from newspa-
per journalist to TV reporter. "Relevance" — explo-
rations of contemporary themes — became vogue in
DCs series: Superheroes Green Lantern and Green
Arrow hopped in a pickup truck to tackle racism and
corporate fatcats as they "discovered" America; Green
Arrow's sidekick Speedy got hooked on heroin; and
Wonder Woman lost her superpowers and became a
fighting feminist (although in a few years she got her
supergroove back and starred in a successful live-
action TV series with actress Lynda Carter).
DC reinvented horror comics during Infantino's
watch, from anthologies like The House of Mystery
to the sympathetic monster Swamp Thing, and
acquired classic pulp and fiction properties like
Tarzan and the Shadow for brilliantly illustrated, criti-
cally acclaimed runs. DC also went on a superhero
shopping spree, acquiring characters from defunct
publishers, most notably the original Captain Mar-
vel, who was reintroduced in Shazam! #1 (February
1973); ironically, DC had sued the character, who at
one time outsold Superman, out of business in the
early 1950s for being derivative of the Man of
Steel. Exciting new artists like Bernie Wrightson
and Michael Kaluta added fresh visual dimensions
to the publisher's titles, and in 1975 the previously
unthinkable happened: DC and Marvel joined forces
to co-produce a tabloid-sized crossover, the best-
selling Superman vs. the Amazing Spider-Man.
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DC Comics
Infantino also helped recruit Jack Kirby — the
artist fundamental to so many of Marvel Comics'
successes — to DC beginning in 1970. "My job is to
involve the reader," Kirby once asserted, and he did
just that with his series of separate but interlocking
titles The New Gods, The Forever People, and Mis-
ter Miracle, plus the DC mainstay Superman's Pal
Jimmy Olsen. Kirby's arrival was trumpeted by
house ads announcing, "Kirby Is Coming!" His DC
efforts failed to generate substantial sales, howev-
er, and disappeared after a few years, with Kirby
returning to Marvel.
THZNWPC
A disagreement with upper management forced
Infantino out of his job in 1976, and he was
replaced as publisher by Jenette Kahn. Kahn had
previously spearheaded three successful children's
magazines and was hand-picked by Warner Publish-
ing (then DCs parent company) to steer DC Comics
into new territory. While Kahn dropped the compa-
ny's longtime official name, National Periodical Pub-
lications, for its more common name, DC Comics,
she got off to a rocky start: A rapid expansion of
titles and material (the "DC Explosion") led to a
1977 crash (the "DC Implosion") that put numer-
ous creative folk out of work.
DC got a shot in the arm in December 1978
when Superman: The Movie was released. Starring
newcomer Christopher Reeve, Superman was a box-
office smash, and its sophisticated (for the time)
special effects helped shape the look of fantasy
films that followed. But DCs sales, which had stag-
nated post-Implosion, experienced little improve-
ment from Superman's star status, and the movie's
1980 sequel didn't help either.
So Kahn, not unlike Infantino before her, tar-
geted quality and innovation as the means to dis-
tinguish DC in the marketplace. Giordano returned
to DC in 1980, first as editor, then as editorial
director, and helped groom new talent and mas-
sage existing superstars. Abetted by executives
Paul Levitz and Joe Orlando, Kahn and Giordano
recruited cutting-edge British visionaries (like
author Alan Moore and artists Brian Bolland and
Dave Gibbons), implemented new formats (glossier
paper and square-bound "Prestige Format" edi-
tions), paid royalties to top-selling creators, and
elevated the medium's standards with literate, well-
illustrated titles like Camelot 3000 and The Saga
of the Swamp Thing.
By the mid-1980s, this "new" DC had revital-
ized what comics could be: Its landmark Crisis on
Infinite Earths (1985-1986) streamlined its conti-
nuity while garnering strong sales, Frank Miller's
Batman: The Dark Knight Returns (1986) revolution-
ized the Batman legend, John Byrne's 77?e Man of
Steel (1986) reworked Superman for a contempo-
rary audience, and Moore and Gibbons' Watchmen
(1986-1987) depicted ethically ambiguous cos-
tumed characters and illustrated that superheroes
weren't just for kids. Marvel Comics still, by and
large, commanded a larger market share than DC,
but DC established new standards for excellence.
Innovative series like Neil Gaiman's The Sandman
(1989-1996) helped DC explore more adult
themes, and such series ultimately splintered from
the company's mainstream fare into its own
"mature readers" imprint, Vertigo (which has forged
ahead into the 2000s with critically lauded series
like Preacher and Fables). DC seemed content with
its reputation: Being number two isn't so bad when
you are number one in excellence.
AGARPZNOF
CONCEPTS ANt? GIMMICKS
In 1989, DCs parent company shifted from
Warner Publishing to Warner Bros., the film and
television studio, and DC found itself directed to
feed a media machine. Its superheroes have since
been regularly translated to film and video. Exam-
ples include (but are not restricted to) the live-
action movie Batman (1989) and its three sequels,
TV's The Flash (1990-1991), the long-running Bat-
TH£ SUPBBHeiZO BOOK
'*
Deadman
man: The Animated Series (1992) and its continua-
tions, the romantic action/comedy Lois & Clark:
The New Adventures of Superman (1993-1997),
the teen drama Smallville (2001-present), and the
Cartoon Network's animated Justice League
(2001-present) and Teen Titans (2003-present)
programs. In 2004 a legion of DC superheroes is
under development or consideration for TV shows
and movies, including a relaunch of the Batman film
franchise, with actor Christian Bale (American Psy-
cho) tapped for the lead.
Perpetuating its long-standing publishing histo-
ry, the DC Comics of the 1990s and 2000s has
struggled to find its niche in the industry, and to
profitably sell its wares in the marketplace. Numer-
ous big "events," designed to make noise and
attract consumers, have been introduced: the death
of Superman (1992), the (back) breaking of Batman
in the far-reaching "Knightfall" storyline (1993),
more character overhauls in Zero Hour (1994), and
even more character overhauls in the "Our Worlds
at War" serial interwoven through numerous DC
series in 2001. Yet while its heroes have been
slaughtered, maligned, and mutated in recent
years, DC has, as it has always done, taken
chances along the way. It is the company that
defined the comic book, the superhero, and the
medium's potential, and will continue to be a trend-
setter into the twenty-first century. — ME
Veadman
Despite never gaining the high sales it deserved,
Deadman has been one of the most influential and
critically acclaimed characters in superhero comics.
Deadman was conceived by maverick writer Arnold
Drake in 1967 and first appeared in the pages of
Strange Adventures #205, in what was to be artist
Carmine Infantino's last strip before becoming edi-
tor-in-chief of DC Comics. Usually, the tale starts
with the death of its star, Boston Brand, a daredevil
trapeze artist assassinated by a sniper in the
Deadman #6 © 2002 DC Comics.
COVER ART BY JOSE LUIS GARCIA LOPEZ.
middle of his act. But death is not the end for
Brand, as a disembodied voice (of Rama Krishna, a
sort of god) tells him that to avenge his death he
must roam the earth in ghostly form until he finds
his killer. Unfortunately, the only clue to the killer's
identity is that he has a hook on his arm, but Brand
now has the convenient ability to enter people's
bodies and take them over.
The strip was blessed with an unusual set-
ting — Brand's circus with its colorful performers —
an intriguing quest at its heart, and an unconven-
tional, complex hero. Brand was an argumentative,
egotistical, and somewhat self-pitying character
who, despite his powers and stylish costume (as a
#
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The Defenders
ghost, he still wore his acrobat's red high-wire out-
fit, complete with white death's-head mask), was no
better than the reader. In 1967, this was revolution-
ary content and in retrospect Brand can be seen as
the first "mature" superhero. Another revolutionary
factor in the strip's critical appeal was the art of
Neal Adams, who took over the feature for its sec-
ond instalment. Adams came to the strip from the
world of advertising and newspaper strips, and
brought a realism to comic books that had never
been seen before. He also had a gift for dynamic
drawing and stylish design; Deadman was peppered
with pop-art effects and witty in-jokes. In short, this
was a very cool comic.
Over the next two years, Deadman roamed the
country endlessly, tracking down the Hook in what
was very much the comic-book equivalent of the
1960s television show The Fugitive. In his travels,
he came across supervillains (the Eagle), drug
pushers, Batman, and a group of killers called the
League of Assassins. The strip's complexity and
depth were perhaps too much to take for most read-
ers and, after its twelfth installment, the series was
canceled. Undeterred by this, Adams went on to
draw further Deadman appearances in numerous
comics, including Aquaman, The Justice League,
The Brave and the Bold, and Challengers of the
Unknown. Editors finally revealed Deadman's killer
to be an assassin in the pay of a mysterious crimi-
nal called Sensei, and the pair went on to tangle
with each other throughout the 1970s.
While it is true that Deadman was then relegat-
ed to a relatively minor status, he nevertheless con-
tinued to appear in backup spots in Adventure
Comics and Phantom Stranger, which were notable
for their high quality. A 1986 miniseries — the first
of six relaunches as of 2004 — drawn by Jose Luis
Garcia Lopez (Adams' talented successor on the
strip) featured a final showdown with Sensei. The
strip showed Deadman finally regaining his human
form only to lose it again, vowing to continue his
fight against evil, wherever it may appear. For a
while later on in the decade, DC repositioned him
as a horror character, now looking more like a living
skeleton than a well-toned superhero, but recent
miniseries have been very much in the intelligent,
elegant tradition of Deadman's early days.
As a commercial project, the strip has never
rewarded DCs continued faith in it, though the pub-
lisher has repackaged the Adams run on several
occasions, as have several European publishers;
the feature is highly regarded across Europe. But in
introducing the concept of "serious" superhero
strips, Deadman was clearly the precursor to the
likes of Watchmen and The Dark Knight Returns,
and it is now widely viewed as one of the key strips
of the 1960s. — DAR
The Defenders
When is a team not a team? When they are a non-
team. That, at least, was the logic behind the
Defenders, a grouping of Marvel Comics' misfits,
loners, and losers that met with unexpected suc-
cess and acclaim. Like DC Comics' All-Star
Squadron, the Defenders characters sometimes
belong to other superhero groups, but can still hold
membership within the team; however, most
Defenders are offbeat and eternally team-less or
series-less characters who unite out of necessity
and disband at whim. The seeds of the group were
sown in two 1970 issues of Sub-Mariner (#34 and
#35) by writer Roy Thomas and artist Sal Buscema,
in which the Sub-Mariner recruits the nearby Hulk
and Silver Surfer to help him destroy a rogue weath-
er-controlling device. Naturally enough, the three
"collaborators" end up fighting both each other and
the Avengers, but the combination of such seeming-
ly incompatible characters struck a chord with both
Thomas and the fans. Later the next year, Thomas
brought the Sub-Mariner and the Hulk back togeth-
er, teaming them this time with Dr. Strange as the
group the Defenders for a three-issue run in the
new Marvel Feature title. As in the Sub-Mariner
strip, the three superheroes came together to dis-
TH£ SUPBBHeiZO BOOK
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The Defenders
Giant-Size Defenders #1 © 1974 Marvel Comics.
COVER ART BY GIL KANE AND FRANK GIACOIA.
pose of an Earth-destroying device, in this case the
Omegatron, created by dying sorcerer Yandroth.
While they parted company at the end of the first
issue, the pattern was set for adventures to come.
Shortly after the third issue of Marvel Feature,
the Defenders were promoted to their own comic
(August 1972), with new writer Steve Englehart and
Sal Buscema on art (a role that he would hold for
the next forty issues). Almost from the outset, the
team members — including a returning Silver
Surfer — would come and go, with Dr. Strange oper-
ating as a de facto leader, while the team used his
sanctum sanctorum as their rendezvous point.
Issue #4 introduced the first new "regular" team
member, Valkyrie, previously seen in The Avengers
(as a disguise for a Thor villain, Amora the
Enchantress) and The Incredible Hulk (in which the
Enchantress used an unwitting host body for
Valkyrie's persona). The current incarnation's host
body was Barbara Norriss, a catatonic ex-cult mem-
ber. As Valkyrie's warlike and stridently feminist per-
sona asserted itself, the quest for her true identity
became one of the comic's central themes.
The Defenders fought a variety of Marvel's
stock of villains, including Magneto, the Red Ghost,
and Attuma, and they were also part of the first
extended inter-title crossover, in the so-called
"Avengers/Defenders war," which ran across eight
issues altogether. Soon afterward, the group was
joined by a defecting member of the Squadron Sin-
ister, Nighthawk, a.k.a. wealthy heir Kyle Richmond,
who had drifted into a life of crime to relieve his
boredom but who would soon become one of Mar-
vel's most complex heroes.
With issue #20 (1975) and the arrival of
eccentric genius Steve Gerber as writer, the comic
entered its most memorable era. Gerber pitted the
team, now reduced to a nucleus of Hulk, Dr.
Strange, Valkyrie, and Nighthawk, against a bizarre
group of deviant scientists known as the Headmen.
One of these had his head transplanted onto the
body of a gorilla, while another's head was a large,
ruby-red sphere. Gerber also explored Valkyrie's
schizophrenic existence, as her host body's hus-
band, Jack Norris, suddenly appeared looking for
his wife. Nighthawk, too, was developed as a char-
acter when first his girlfriend lost an arm in an
explosion and then his own brain was removed by
the Headmen. Indeed, identity (and brains) proved
to be a recurring theme of Gerber's tenure, as the
brain of Headmen member Chondu was transplant-
ed first into an unsuspecting deer and then into a
monstrous harpie's body, while Valkyrie's erstwhile
husband Jack ended up in Nighthawk's now-vacant
body. Add to the mix a new (female) Russian super-
hero, the Red Guardian, a celestial mind-control cult
called the Bozos, a caged heat-style spell behind
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'Dial 'H' for Hero"
bars for Valkyrie, and a murderous elf with a gun,
and it's no wonder that fans were by turns amazed,
amused, and bemused. Gerber left the comic after
issue #41; his successor, David Anthony Kraft, sus-
tained something of its strangeness, but by the turn
of the decade it was just another superhero title.
The final twist in the team's existence came in
late 1982, when most of the group were jettisoned
to make way for X-Men alumni the Angel, Iceman,
and the Beast, in a failed attempt to cash in on the
X-Men's soaring popularity. The fans failed to take
the revamp to heart and Marvel, deciding to stick
their lucrative stars into a comic with an "X" in its
title, canceled The Defenders and created X-Factor in
its place, leaving Valkyrie, Gargoyle et al. in limbo.
Since that time, two subsequent revivals have
emerged, the first of which (in 1993) went back to
the comic's original premise of the "non-team" by
using "The Defenders" as a catchall title to show-
case eclectic or underused superheroes. The
Secret Defenders was based on Dr. Strange sum-
moning the likes of Wolverine, Spider-Man, and the
Silver Surfer to combat various mystical enemies,
and ran for two years. The 2000 revival, with long-
time fan Erik Larsen providing art and also co-script-
ing with popular writer Kurt Busiek, returned to the
classic lineup of the team's early years and was
predicated on frantic action and old-style battles.
Neither revival matched the popularity or quality of
the Defenders' glory years. — DAR
"Pfar IP for Ifero"
From its inception in January 1966, "Dial 'H' for
Hero" has been one of DC Comics' quirkiest fea-
tures. In fact, it was comics' first interactive strip.
Readers were first introduced to young Robby Reed
in House of Mystery #156, in a story written by
Dave Wood and illustrated by Jim Mooney. Soon
after moving to Littleville, bespectacled science
prodigy Reed discovers a strange-looking telephone
dial while exploring an underground cavern. After
decoding a strange inscription on the dial, he finds
that it was created by aliens and that by dialing the
letters H-E-R-0 he is transformed into a superhero.
In fact, as the strip's subtitle, "The Boy Who Could
Change into a Thousand Superheroes," made clear,
Reed became a different hero each time he
touched the dial.
Like many of DCs mid-1960s features, "Dial
'H' for Hero" was lighthearted, breezy, and attrac-
tively drawn, but what set it apart from its competi-
tors were the various superhero guises dreamed up
by DCs writers. These were as wonderfully diverse
and bizarre a sequence of characters as the comics
world has ever seen. Among other peculiar cre-
ations, fans were entertained by the likes of Daffy
the Great, the Squid, King Kandy, Baron Buzz-Saw,
Robby Robot, Balloon Boy, the Human Icicle, Mighty
Moppet (a giant baby), and Plastic Man (who was
actually the old Quality Comics hero making his DC
debut). After seventeen issues, House of Mystery
dumped the strip and was converted into a horror
anthology. Nothing further was heard of Reed until
he filled a guest slot in Plastic Man's mid-1970s
revival. This appearance starred an embittered, mis-
anthropic Reed reduced to eking out a living as a
writer, but by the end of the issue he seemed to be
all right again.
In March 1981 a new "Dial 'H' for Hero" strip
surfaced in Adventure Comics #479, shortly after
being previewed in revised form in Legion of Super-
Heroes #272. Uniquely for a superhero comic, it
encouraged readers (including noted science fiction
author Harlan Ellison) to contribute ideas for the
various characters. This strip starred Christopher
("Chris") King and Victoria ("Vicki") Grant, high-
school students from Fairfax, Virginia, who discov-
ered an old chest in King's attic; in the chest were a
watch and a pendant, both bearing dials. It seemed
that Reed had at some point dialed D-l-V-l-D-E on his
original dial, so splitting it in two. The process also
split Reed into two characters: the Wizard (who was
good) and the evil Master, who plagued the two
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'»?
Doc Savage
Adventure Comics #482 © 1981 DC Comics.
COVER ART BY CARMINE INFANTINO, DENNIS JENSEN, AND DON HECK.
teenagers until he was reunited with his good coun-
terpart. While never quite as silly as their 1960s
predecessor, King and Grant nevertheless had sev-
eral enjoyably ridiculous incarnations, such as Mis-
ter Thin, Thumbelina, Hasty Pudding, Frosty, and
Ragnarok the Cosmic Viking.
After Adventure Comics became a reprint title
in 1982, King moved over to the pages of The New
Adventures ofSuperboy, but Grant apparently lost
interest in being a hero — though she later improba-
bly joined a cult called the Children of the Sun while
her dial was picked up by Hero Cruz. In a series of
tales throughout the 1990s in Teen Titans and
Superboy & the Ravers, Cruz tackled the brain-
\tP
washed Grant (who had somehow internalized her
dial's powers) before she eventually came to her
senses. At some point her dial must have been
donated to a museum, where it was discovered in
the twenty-fifth century by one Lori Morning, who
then took it back with her to the thirtieth century
(are you following this?), where she joined the
Legion of Superheroes. In the fine tradition of the
strip, her many heroic incarnations included Star-
Spangled Lass, Chiller, Blip, and Blobetta.
After a somewhat fallow period, DC once more
revived the concept in 2003, for the first time in its
own title — now shortened to H-E-R-O. The next recip-
ient of a magical dial was Jerry Feldon, who found it
in Scoopers' ice cream shop, where it had been left
behind by a mysterious female customer. After a
few issues, Jerry passed on the dial to family man
Matt Allen, who passed it on to others, and it
appears as if this latest series will be the most
unpredictable to date. — DAR
Qoc Swage
With his rippling muscles, extraordinary strength,
and genius-level IQ, he could outrun a horse, dodge
a speeding bullet, speak in a myriad of foreign lan-
guages, and perform life-saving surgery, and then,
after saving the world yet again, he would retire to
his secluded Arctic hideout, the Fortress of Soli-
tude. No, this is not a description of Superman but
is, in fact, Doc Savage, a hero who predated the
Man of Steel by five years and who laid the founda-
tion for the superhero explosion that occurred in
1938 with Superman's arrival. In the wake of their
successful Shadow pulp magazine, Street & Smith
publisher Henry Ralston and editor John Nomaric
dreamed up their ideal hero, a cross between
Tarzan and Sherlock Holmes, as a sort of counter-
point to the darker, sinister Shadow. They handed
over the concept to pulp veteran Lester Dent (writ-
ing under the pseudonym Kenneth Robeson), and
the first issue of Doc Savage magazine hit the
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Doc Savage
stands in March 1933. Sales soon rose to
200,000 per issue; the title was a hit.
Clark Savage Jr. had been raised as the perfect
man, a master of all things intellectual and physi-
cal, and he was given the nickname "Doc" because
of his skills as a surgeon. At a wake to mourn his
late father, Doc gathers together five friends — all
masters in their respective fields — who swear to
maintain his father's ideals of travel, adventure, and
punishing evil. The group consists of the dapper
Harvard lawyer "Ham" Brooks, the strong engineer
Renny, the bespectacled and verbose archaeologist
Johnny, the electrical expert Long Tom, and Monk, a
cantankerous, ape-like chemical genius whose con-
stant baiting of Ham was one of the feature's recur-
ring themes. Operating out of the 86th floor of a
certain New York skyscraper (which closely resem-
bles the Empire State Building), the happy band
trek around the globe, from exotic location to hid-
den tribe to evil genius and back again.
Not content with his imposing physique,
bronzed skin, fabulous wealth, and secret hideout,
the Man of Bronze was a master inventor, and his
stories were chock-full of his super-inventions,
including a pocket knife that fired sleep-inducing
"mercy" bullets from its handle (since Doc did not
believe in killing his enemies), a belt with its own
grappling hook, miniature bombs, false fingertips fit-
ted with needles that caused unconsciousness, an
Atomic disintegrator, Oxygen pills, exploding but-
tons, and clothes that either held, or doubled as,
weapons. Add to this an array of super-gadgetized
vehicles — including his Helldiver, capable of sailing
under polar ice — and one can easily see that Doc
was indeed a hero to be reckoned with. In the
course of their adventures, he and his band encoun-
tered all manner of weird and colorful adversaries,
including the Black Witch, the Annihilist, the Stone
Man, the Vanisher, and the Czar of Fear. Dent's
prose was punchy, breathless, and fast-moving; it
grabbed the reader and did not let go for a moment.
With a contract binding him to an output of 70,000
words a month, Dent himself had to be something
MARVEL COMICS GROUP.
Doc Savage #3 © 1972 Marvel Comics.
COVER ART BY JIM STERANKO.
of a superman! In fact, he not only managed that
workload, writing almost every story for 181 issues,
but also found time to contribute to other titles to
boot. Physically, Dent was an impressive figure —
tall, strong, a member of the Adventurers' Club — as
well as being a diver, a magician, and a sailor with
his own yacht, and so it is not hard to see Doc Sav-
age as an extension of Dent's own persona.
Street & Smith was quick to exploit Doc's popu-
larity with a fan club, portrait, lapel pin, and his own
short-lived radio show in 1934. However, when
Superman and his hundreds of followers appeared
on the newsstands, sales of pulps were gradually
hurt across the board, since they largely shared with
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'at
Doctor Strange
the new comics the same young readership. Street
& Smith itself entered the emerging comic-book mar-
ket in 1940, only a few months after Marvel and
Fawcett, with Shadow Comics, which also featured a
strip version of Doc Savage, drawn by Maurice
Gutwirth. This backup strip lasted five issues but,
even before it ended, Doc had emerged in his own
comic (in May 1940). Early episodes closely fol-
lowed the pulp stories, but with issue #5 of Doc Sav-
age Comics (August 1941) the Jack Binder studio
reinvented the pulp magazine hero into a superhero:
Doc acquired a Tibetan sacred hood, armed with a
"miracle-working ruby" that could deflect bullets and
hypnotize his foes. This bare-chested, hood-wearing
superhero (for such he now undoubtedly was) was
known as Doc Savage — the Invincible (often simply
referred to by his new name, the Invincible); unfortu-
nately, in sales terms he was certainly not the latter,
as the comic folded after a mere twenty issues, in
1943. Nevertheless, the superhero makeover of the
character continued on in a 1943 radio show.
Returning to the back pages of Shadow Comics,
Doc's comics adventures continued until that title's
demise in 1949, though in those strips he was once
more just plain Doc. Doc's comic strips were written
by Otto Binder, among others, and were drawn initially
by his brother John's studio, though later by Al Bare
and Bob Powell. Just as Shadow Comics was can-
celed in 1949, so too was its pulp equivalent, and
Doc's pulp magazine as well. The comparison
between the demise of the pulp heroes and comics'
own superheroes, most of whom had been canceled
by the end of the decade, is a fascinating one. Clear-
ly, both were fulfilling the same need for heroes, first
during the Great Depression and then later during
World War II — a need that apparently no longer exist-
ed in a postwar era. Then, just when superheroes
experienced their extraordinary rebirth in the 1960s,
so too would Doc Savage rise again.
In 1964, Bantam repackaged the first of Lester
Dent's Doc Savage stories in paperback. More books
followed, and in time the new paperback series
became a publishing phenomenon, eventually reprint-
\lfi
ing all 181 original stories and adding new ones by
Philip Jose Farmer and fan/historian/comic writer Will
Murray. With sales running into the tens of millions, it
is no surprise that comic-book companies soon took
notice, and a Gold Key one-shot comic duly appeared
in 1966. Marvel was next in line for the license,
releasing two well-crafted series: first a color adapta-
tion of various Dent stories (eight issues,
1972-1974) and then an all-new black-and-white
magazine by Doug Moench, John Buscema, and Tony
Dezuniga (eight issues, 1975-1977), which has come
closest to capturing the spirit of the pulps. A couple of
fanciful crossovers also saw Doc and his chums
guest-star with Spider-Man (Giant-Size Spider-Man #3,
1974) and the Thing (Marvel Two-in-One #21, 1976).
The increased interest in Doc Savage as a hero
also came to the attention of George Pal, who pro-
duced a 1975 movie starring Ron Ely. Critics found
the film to be cinematically appealing and Ely the per-
fect Doc; however, many mentioned its weak script,
the tone of which veered dangerously close to camp.
Longtime fan and artist Jim Steranko also weighed in
with a new fan club, the Doc Savage Brotherhood of
Bronze. By the end of the decade, only the paper-
backs were left, but in recent years a succession of
comics publishers — DC, Millennium, Innovation, and
Dark Horse — have released their own versions of the
great man. Most of these have been relatively true to
the character's pulp roots. DCs 1988 series brought
him forward to the present and also featured a
crossover with the Shadow. In 1995, Dark Horse
Comics released The Shadow and Doc Savage mini-
series, which has proved to be his last comics outing
as of 2004. However, it is undoubtedly true that his
legacy lives on to some degree in each and every
superhero comic published today. — DAR
Doctor Strange
What started as a small backup strip in a 1963
issue of Strange Tales #110 soon blossomed into
one of the cult characters of the decade — one who
TH£ SUPBBHeiZO BOOK
Doctor Strange
has been a cornerstone of the Marvel Comics uni-
verse ever since. Magicians had been a staple of
comics ever since Mandrake in the comic strips of
the 1930s and Zatara in Action Comics #1, but
Doctor Strange potently mixed his sorcery with the
energy of superheroes to create something unique.
His origin story, however, could have come out of
the pulps: Vain, egotistical neurosurgeon Stephen
Strange injures his hands in a car crash and winds
up on skid row with the other outcasts. In a last-
ditch search for salvation, he travels to Tibet to find
the fabled "Ancient One" who he hopes will heal his
hands. On finding the old sage, he becomes his
acolyte and (as each cover proudly proclaimed)
"Master of the Mystic Arts!"
Under writer Stan Lee and artist Steve Ditko,
Doctor Strange was a strip unlike any other, as
the hero traveled to other dimensions and fought
unique villains like Nightmare, Eternity, and the
dread Dormammu. References to such wonders
as the Eye of Agamotto and the Great Book of
the Vishanti hinted at almost unimaginable won-
ders. Lee kept the stories punchy, exciting, and
enjoyably florid, while Ditko summoned up inven-
tive images and unique visions that still look
innovative today.
Doctor Strange, his acolyte and girlfriend Clea,
and his faithful servant Wong operated out of their
Gothic "sanctum sanctorum" in the heart of New
York City's Greenwich Village, soon to be the epicen-
ter of the city's emerging counterculture. By the
time of 1967's summer of love, the Doctor Strange
strip had been widely adopted by the hippie move-
ment, and its spells and alternate realities were
widely believed to resemble LSD trips. Strange
appeared on Filmore Ballroom concert posters and
even on the covers of Pink Floyd albums. He was, in
effect, the psychedelic superhero — except, of
course, his creators were middle-aged profession-
als with years of comics work behind them, and
Ditko in particular was known for his conservative
views and distrust of hippies.
Strange Tales #146 © 1966 Marvel Comics.
COVER ART BY STEVE DITKO.
In 1968, despite Ditko's departure, Doctor
Strange was given his own title. His new artist,
Gene Colan, produced hallucinatory layouts that
were even more experimental than his predeces-
sor's. There was a brief, last-ditch attempt to
make Strange more superhero-like by giving him a
mask, but it would appear that the character was
becoming too far-out for a mass audience. Rather
than have a useful character languish in obscuri-
ty, Strange was eventually teamed with those
other Marvel nonconformists, the Hulk and the
Sub-Mariner, as the Defenders. Throughout the
1970s and intermittently ever since, the Defend-
ers have been a newsstand staple and, with Doc-
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Do-It- Yourself Heroes
tor Strange taking a leading role, interest in the
sorcerer was rekindled.
Initially in Marvel Premiere and then (from
1974 onward) once again in his own comic, Doctor
Strange was used by new writer Steve Engelhart as
a vehicle to examine the interest in spirituality, self-
exploration, and consciousness-raising that was
then in vogue. Among all manner of cosmic, surreal
adventures, the most extraordinary storyline culmi-
nated in Earth's destruction and, one second later,
recreation, leaving the almost omnipotent Strange
as the planet's only "original" inhabitant. Engelhart
left after a couple of years, but the comic continued
to be one of the more literate titles in Marvel's line-
up for the rest of the decade. Evidently, as readers
had grown up with their comics, the more introspec-
tive and thoughtful Doctor Strange stories resonat-
ed with their maturity. Presumably among those
more mature readers were the television executives
who commissioned a well-received made-for-TV
movie in 1978, aptly titled Doctor Strange. Starring
Peter Hooten, John Mills, and Jessica Walter and
written and directed by Phillip DeGuere, the movie
was very true to the spirit of the comic (indeed
Frank Brunner, one of the main artists in the
comic's revamp, contributed design work to the pro-
ject), despite changing Doctor Strange's costume.
In 1979, Pocket Books published William Rotsler's
Doctor Strange novel, Nightmare.
In the more materialistic 1980s, on the other
hand, there was apparently no place for subtlety or
introspection, and so Strange spent much of that
decade in cancellation. A revival in 1988 was char-
acterized by an almost constant procession of
changes, including Strange being stripped of most of
his powers, losing one eye, and abandoning magic
only to return to it three issues later. Many 1990s
issues were filled with monsters and vampires, and
the comic became affiliated with Marvel's hard-hit-
ting "Midnight Sons" storyline. Later innovations,
including a completely new Doctor Strange, failed to
prevent the comic's cancellation. Doctor Strange has
kept appearing, if sporadically, ever since — in a
^e*
miniseries for Marvel's mature-readers Marvel
Knights line; as a benign spirit in the grim future
fable Earth X and a cold manipulator in the other-
wise upbeat alternate-future MC-2 line; in a short-
lived, tongue-in-cheek Defenders revival; and as an
aide to the Thunder God in the macabrely humorous
Thor: Vikings miniseries; and elsewhere — which
shows Marvel's fondness, if not always the market's
enthusiasm, for this unusual character. — DAR
Qo-lt'Yoursd?
Heroes
True to its favored theme of alien planets and paral-
lel dimensions, the field of major superhero publish-
ers has a parallel world all its own, in the output of
fanzines, small-press ventures, and self-published
writers and artists. Though this world is best known
for autobiographical cartooning by quirky outcasts
(Phoebe Gloeckner, Daniel Clowes), offbeat fairytale
fantasy (Linda Medley's Castle Waiting), and other
individualistic exceptions to the entertainment
mainstream, fan and indie publishing has seen its
share of costumed adventurers.
Some of these, like Kevin Eastman and Peter
Laird's mid-1980s Teenage Mutant Ninja Turtles,
grow into long-running mass-media phenomena, or,
like Sara Dyer's mid-1990s Action Girl, hold on as
cult empires in an era more hospitable to alternative
media. Others, like Biljo White's mid-1960s The Eye
and Richard "Grass" Green's contemporaneous Xal-
Kor, the Human Cat, remain under-the-radar legends,
staying in print through niche publishers like Ham-
ster Press and TwoMorrows and (in The Eye's case)
even attracting famous professional talent (including
writer Roy Thomas and artist Dick Giordano) to work
on occasional stories. Still other small-press publi-
cations have presented the pros with an outlet from
mainstream restrictions, as with Spider-Man co-cre-
ator Steve Ditko, who debuted his controversial
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Doll Man
moral-absolutist hero Mr. A in the late 1960s
"prozine" Witzend and (with Robin Snyder) self-pub-
lished other abstract ethical heroes in a late 1990s
string of black-and-white trade paperbacks.
No less impressive do-it-yourself stars have
emerged at the turn of the new century. Perhaps
the only superhero strip ever to win the respected
Xeric Grant (given to help finance first-time self-pub-
lishers in the comics field), The Myth of 8-0pus is a
gripping, pulpy outer-space saga written and drawn
by Tom Scioli. It ran for five issues from
2000-2001, attracting guest contributions from
industry pros along the way, and continues in a
series of graphic novels.
Writer-artist Glenn Whitmore bypassed the period-
ical route and went straight to the trade paperback
graphic-novel form for his Captain Clockwork concept
in Chronicles (2002), the story of a dynasty of time-
manipulating heroes that takes in the style and sensi-
bility of various eras in comics history. Like Scioli, Whit-
more has found work in the majors while continuing to
publish increasingly popular material on his own.
One of the most charming and literate of the do-
it-yourself superheroes is Dr. Speck by pop painter
and Adelphi University art professor Geoff Grogan.
Produced in the mid-1990s, the comic concerns the
misadventures of a creature of unstable atomic
structure who is capable of Plastic Man-like transfor-
mations — and an outlandish sense of humor reminis-
cent of that classic character's stories. The good Dr.'s
comics are as malleable as his body, ranging from a
children's storybook style recalling Tin Tin in Tibetto
hallucinatory episodes evoking Terry Gilliam's anima-
tions for Monty Python. It is just one of many convinc-
ing examples that, beyond the boundaries of most
readers' known comics universe, the do-it-yourselfers
know what they're doing. — AMC
Poll Man
Although it is rarely mentioned today, the comic
books of the 1930s were dominated by newspaper
strip reprints, in titles such as Famous Funnies and
Ace Comics. It was the extraordinary impact of
Superman that concentrated publishers' minds on
the financial benefits of creating new heroes that
they would own themselves. Neophyte publisher
and owner of Quality Comics Everett "Busy" Arnold
was enjoying reasonable success with Feature
Comics, which was stuffed cover-to-cover with news-
paper reprints, but he wanted a chance at the sort
of big money that Superman's publisher, DC
Comics, was making. Arnold called up the
Eisner/lger comics studio and demanded a hero of
his own. Their response was Doll Man, the first in a
long line of Quality heroes that would include Plas-
tic Man, Uncle Sam, Blackhawk, Kid Eternity, the
Ray, and many more. Doll Man premiered in Feature
Comics #27 in December 1939 and was only the
twelfth superhero to appear on the shelves, beating
such bigger names as Captain Marvel, the Flash,
and Captain America to the punch.
Studio co-owner Will Eisner himself dreamed
up the character, possibly with some input from
Arnold, and was no doubt inspired by the tiny
Liliputians from Gulliver's Travels. Eisner recruited
one of his top artists, Lou Fine, to draw the tale
over his layouts, and the result was some of the
most handsome art of the era. Publishers were
keen to get straight to the action in those days, and
there was little room for introspection, but even by
the standards of the late 1930s the Doll Man's ori-
gin was disappointingly slight.
Brilliant young scientist Darrel Dane creates a
super-formula that shrinks him down to a height of
just five inches. After drinking it to save his girl-
friend, Martha Roberts, from hoodlums, Dane
decides to take up life as a caped crime fighter, pro-
claiming, "From now on, I shall be known as Doll
Man, and I pledge myself to fight crime and evil
relentlessly." But he doesn't need an antidote to
resume his normal size, he simply "wills" it. As the
"World's Mightiest Mite" — complete in a blue body-
suit-like costume that boasts bare arms and legs, a
short cape, and pixie boots, worn under his street
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fas
Doll Man
clothes — Doll Man is ready to go. By way of com-
pensation for his diminutive size, Doll Man packs a
mean punch and is able to sneak up on villains
unannounced, hiding in pockets, bags, boxes — or
on cats! Magically, he also gains the telekinetic
power to slow moving objects.
Within a couple of issues of the arrival of
Doll Man, Arnold lost the rights to many of his
newspaper strips, so Doll Man was promoted to
cover star and Quality Comics changed its direc-
tion for good, switching over to superhero produc-
tion with gusto. Fine drew the feature for eleven
issues and was soon followed by his only real
rival at the time, Reed Crandall (who would go on
to draw Feature Comics #44-#63). Crandall was,
if anything, an even better draftsman than Fine,
being a master of anatomy, mood, and action.
Given the strip's excellent art, it is no surprise
that Doll Man was soon given his own quarterly
title, which hit the stands in winter 1941. With
Crandall busy with Blackhawk, other artists were
brought in, including Mort Leav, John Cassone,
and Rudy Palais, but it was Al Bryant, Quality's
most prolific artist, who drew the bulk of the
strips for the rest of the 1940s. Eisner soon left
the scripting chores to other hands, including Joe
Millard and William Woolfolk.
Most Doll Man stories began with the pipe-
smoking Dane relaxing with his girlfriend Roberts
and her inventor father Dr. Roberts in their front
room. Invariably, the radio would announce some
heinous crime and Dane would rush out, shrink, dis-
cover the evildoer, and dispatch him — all within ten
pages. Over the course of fourteen years, Doll Man
encountered an impressive array of villains, includ-
ing Iron Mask, the Storm, Fat Catt, the Vulture, the
Brain, the Phantom Duellist, and Pluvius the Storm
Maker. In the 1940s these could be fairly brutal
encounters and the miscreants rarely reappeared
for a second thrashing, most of them having been
callously and fatally disposed of by Doll Man. How-
ever, two notable returnees were the dapper, pint-
sized Tom Thumb and the "Lord of the Plunder-
\tfr
world," the Undertaker — a theatrically sinister foe
who slept in a grave.
The year 1949 was something of an annus hor-
ribilis for superheroes, witnessing Doll Man
replaced in issue #140 of Feature Comics by the
woefully banal Stunt Man Stetson. Unusually, how-
ever, Doll Man's own title was to run for four more
years, and there were even a couple of new addi-
tions to the comic's supporting cast. First up (in
Doll Man #31) was a rather pathetic-looking stray
mutt called Elmo, which Doll Man befriended and
transformed by means of some sort of ray into
Elmo, the Wonder Dog, an extra-strong, super-intelli-
gent, crime-fighting canine! Not content with that,
six issues later the cast was joined by Doll Girl,
a.k.a. Martha Roberts, who had finally acquired the
knack of thinking hard enough to shrink. Her red
costume was a skimpy counterpart to Dane's blue
one and certainly added a touch of glamour to the
strip, but perhaps it all came a little too late and
Doll Man was canceled with issue #47, in 1953.
Quality Comics sold its heroes to DC Comics a
few years later, but the company must also have
sold some old printing plates to I.W. Comics, as
that company brought out a series of Doll Man
reprints in the early 1960s. It took DC a long time
to realize the potential of the Quality heroes but, fol-
lowing a couple of appearances in the Justice
League of America in 1973, Doll Man eventually
emerged as one of the Freedom Fighters in 1976,
along with Uncle Sam, the Ray, Human Bomb, Phan-
tom Lady, and the Black Condor. Sadly, that group's
comic was not a success and the Doll Man returned
to obscurity, possibly for the very good reason that
DC had a tiny superhero of its own. During the
mania for revivals that characterized the early
stages of the Silver Age (1956-1969), artist Gil
Kane had remembered Doll Man and suggested
that DC resurrect its old Atom character as a shrink-
ing superhero. By the 1970s, therefore, DC already
had its Atom — and indeed had seen his solo title
canceled — and probably saw no point in publishing
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Doom Patrol
Doll Man. Whether or not he surfaces again is any-
one's guess. — DAR
Doom Patrol
It's asking a lot of a comic to star "the world's
strangest heroes," but the Doom Patrol has deliv-
ered on that promise not once but twice. The veter-
an creative duo of writer Arnold Drake and artist
Bruno Premiani introduced the team in the pages of
DC Comics' My Greatest Adventure #80 (in mid-
1963). Their first story relates how the wheelchair-
bound genius Niles Caulder (also called "the
Chief") summons "three victims of a cruel and fan-
tastic fate" to his brownstone to offer them the
chance of adventure — and superhero status. The
three are: actress Rita Farr, who, after being affect-
ed by volcanic gas, is able to assume a large or
small size (Elasti-Girl); Larry Trainor, a test pilot who
is doused in cosmic rays, gaining an "energy dou-
ble" made of negative energy — though this can only
survive outside his body for sixty seconds (Negative
Man); and Cliff Steele, a daredevil racecar driver
whose brain is transplanted by the Chief into a
robot body following a cataclysmic crash (Robot-
man— no relation to the Golden Age [1938-1954]
character of the same name).
Drake conceived the team as a response to
such emerging Marvel Comics superheroes as the
Fantastic Four, which emphasized characterization
over the convoluted plots that were then DCs stock-
in-trade. In fact, the Marvel superhero team and
comic that the Doom Patrol most closely resembled
was the X-Men, which shared its lineup of bitter out-
siders under a wheelchair-confined leader, a secret
hi-tech hideout, and arch-villains with similar names
(the Brotherhood of Evil for Doom Patrol, the Broth-
erhood of Evil Mutants for the X-Men). Indeed, to
compound the similarities, Drake would later move
to Marvel to write — you guessed it — the X-Men
comic. Significantly, however, it was the Doom Patrol
that came first (by three months), though, while
Doom Patrol #96 © 1965 DC Comics.
COVER ART BY BOB BROWN.
both strips developed a committed readership, it
was the X-Men, of course, that proved the more
enduring of the two.
Back in 1963, however, the Doom Patrol comic
soon proved popular and, with its 86th issue, My
Greatest Adventure was retitled The Doom Patrol,
and ran under that name until issue #121 five
years later. The strip had an air of sophistication
about it, thanks to Drake's well-rounded characteri-
zations and Premiani's accomplished, European-fla-
vored draftsmanship, which set it apart from its
rivals. The lineup was augmented by bizarre figures
such as Mento, the wealthy Steve Dayton, who built
himself his own (ludicrous-looking) mind-reading
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Dr. Fate
hairnet; and the green-skinned Beast Boy, who
could change into any animal (and who later joined
the Teen Titans). Villains, too, were included in
abundance, including the immortal (and very
wrinkly) General Immortus; Videx (a giant with see-
through skin); an enormous walking jukebox; and
assorted monsters and mutants. The aforemen-
tioned Brotherhood of Evil was a motley crew con-
sisting of the Brain (who was just that — a brain), the
shape-changing Madame Rouge, and Monsieur Mal-
lah, who was a sentient gorilla.
In time, Mento and Elasti-Girl married, and then
adopted Beast Boy, while Madame Rouge fell in love
with the Chief, but the comic was perhaps too
strange for some readers and cancellation became
inevitable. The last issue ended with the group sacri-
ficing themselves to save a village, and they stayed
dead for a decade but, when DCs Showcase comic
was revived in 1977, so too was the Doom Patrol. It
seemed that Robotman had somehow survived the
explosion that killed his teammates, and he joined
up with a new group of young outsiders: Tempest,
Negative Woman (no relation), and Celsius, who
turned out to have been married to the Chief (not
that anyone knew). This new team starred in a mere
three issues of Showcase and had to wait another
ten years before being heard of again, when a new
Doom Patrol comic premiered in 1987.
This second run reintroduced the original Nega-
tive Man, Larry Trainor, and in due course the Chief
reappeared, so that only the unfortunate Elasti-Girl
seems to have perished back in the 1960s. A cou-
ple of years into their new comic, the Doom Patrol
acquired a young British writer, Grant Morrison, and
became stranger than ever, picking up a more
mature, cult audience in the process. Morrison
introduced Crazy Jane, a schizophrenic with sixty-
four different personalities, while Trainor fused with
his energy being and an unfortunate nurse to
become the radioactive Rebis. The cast of villains
now included the Brotherhood of Dada, the Beard
Hunter, and Danny the Street, who was — yes! — a
sentient street. For almost four years, Morrison
dreamed up some of the strangest and most imagi-
native comics ever seen, which managed the seem-
ingly impossible task of combining traditional super-
heroes with surreal plots and serious topics, such
as child abuse. After Morrison's departure, the
comic carried on in much the same vein but without
his spark of inspiration, and it was canceled with its
eighty-seventh issue — nevertheless an impressive
run for such a left-field title. — DAR
Or. Fate
Like his fellow supernatural hero, the Spectre, Dr.
Fate was born and canceled during World War II, but
endless revivals have kept the character in the pub-
lic eye for decades. Dr. Fate first appeared in May
1940 in More Fun Comics #55, under the hands of
journeymen creators Gardner Fox and Howard Sher-
man, and was DC Comics' eleventh superhero
(although by this point magicians of various descrip-
tions were already a staple of comic books). With
his blue-and-yellow bodysuit and his identity-con-
cealing golden helmet, he was one of the more
striking heroes of the time — albeit a rather imper-
sonal one, with his face permanently covered. Dr.
Fate was Kent Nelson who, at the age of twelve,
had stumbled across some ancient Sumerian ruins
while exploring with his archaeologist father. An
escaping gas killed the father but the son awak-
ened an ancient energy being called Nabu, who
infused him with power, causing him to grow to
instant adulthood, and equipping him with mystical
artifacts: a helmet, an amulet, and a cape.
Back home in the United States, Nelson's
power was almost limitless, which made his initial
adventures somewhat predictable; after all, there
can be little suspenseful drama if you know that
your hero will always be victorious. This deficiency
was partly addressed halfway into the character's
career when his helmet was shortened, apparently
limiting his powers to a degree, but coming up with
suitably powerful villains was always a problem for
\&
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Dragon Ball
his writers. In his civilian identity, Nelson operated
out of an eerie-looking brick tower in Salem, Massa-
chusetts, and courted the society beauty Inza
Cramer. In an unusual twist, Nelson soon revealed
his secret identity to Cramer, and he later married
her. Like most of DCs main heroes of the period,
Dr. Fate was inducted into the Justice Society and
starred in their first eighteen adventures but, after
the cancellation of his own strip in 1944, he was
soon removed from the Society, too.
Despite Dr. Fate's early years being generally
unexceptional, when the Justice Society was revived
in the 1960s the character became an integral part
of the group and took part in almost all of their reg-
ular Justice League crossovers until the mid-1980s.
When All Star Comics was brought back in the
1970s, Dr. Fate was in action again and he featured
in most succeeding Justice Society outings. In the
years since the war, comics had increasingly
embraced powerful mystical heroes, and Dr. Fate's
cosmic abilities were more and more in keeping
with what the fans had come to expect. A 1976
one-shot, drawn by Walt Simonson, was particularly
well received (and has been reprinted periodically
ever since) but readers had to wait another twelve
years before Dr. Fate was given his own title, and by
then the helmet already had a different occupant.
This new Dr. Fate was, in fact, two people: ten-
year-old Eric Strauss and his stepmother Linda, who
merged to become one person; Kent Nelson was
reduced to being their mentor. After a couple of
years, the mantle of Fate was passed on to Nel-
son's wife Cramer, as the writers began to develop
the idea that the spirit of Nabu, which was what had
given Dr. Fate his (or her or their!) power, resided in
the helmet and other artifacts — so almost anyone
could take over the role. Cramer's Dr. Fate seemed
as interested in urban renewal and ecological mat-
ters as fighting demons or sorcerers, so there was
no place for her in the "nasty nineties" and she was
replaced by the character's fourth incarnation.
Jared Stevens was a treasure hunter who
found Dr. Fate's helmet, and was thereby sum-
moned back to the tower in Salem. When the tower
was destroyed in a mysterious explosion, the vari-
ous artifacts became merged with Stevens, while
Nelson and Cramer disappeared in a puff of smoke.
Stevens became, simply, Fate. That the old helmet
was now transformed into a dagger was sympto-
matic of Stevens' unlikeable personality, and few
mourned when his incarnation of the character was
short-lived. After three years in the wilderness, Fate
reappeared in the first issue of a 1999 Justice
Society revival, only to be killed off immediately; in
a telling editorial comment, he was dispatched with
his own knife. However, the comic's next few issues
were devoted to the search for a new host for the
spirit of Nabu, and in a mind-bogglingly complex plot
twist the Silver Scarab (from Infinity Inc.), son of the
first Hawkman, was summoned from a dream
realm, reincarnated as a newborn baby, suddenly
transformed into a fully grown adult, and inaugurat-
ed as Dr. Fate the fifth! This latest version of Dr.
Fate continues in the pages of Justice Society of
America, but it would be a reckless fan who would
bet that he will be the last. — DAR
Wagon daft
Journey to the West is one of the most beloved tales
of China. Based on a novel said to have been written
by Wu Cheng'en (1500-1582), the tale recounts the
story of Sun Wu Kong (known as the Monkey King)
and his companions — Zhu Ba Jie, the pig-headed
monk; Sha Seng; Xiao Bai Long, the Dragon Horse;
and the monk Tang Seng — as they search for sacred
Buddhist writings to bring them back to China. Born
from a large stone egg, Wu Kong has simian fea-
tures such as a tail and an anthropoid face. He is
also a mischievous troublemaker who brings chaos
to heaven and hell until he is punished by being
imprisoned under a mountain for five hundred years.
Released by Buddha to help Tang Seng on his quest,
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Wu Kong agrees, but must wear an iron crown on his
head; the divinity Kuan Shi-Yin places this upon Wu
Kong's head — and if the Monkey King would return
to his former ways, a spell would constrict the iron
crown. Wu Kong travels long distances on a white
cloud; he is also a shape-shifter. A Taoist monk
taught Wu Kong the martial arts, and he has an
indestructible quarterstaff that can grow to any
length upon his command.
The story of Journey to the West is called
Saiyuuki in Japan, and Sun Wu Kong is called "Son
Goku." The tale has been used as the basis for
many popular manga and anime in Japan; it is well
known throughout Asia. Dr. Osamu Tezuka (Astro
Boy) and Buichi Terasawa (Cobra) are two examples
of manga artists who created stories based on
Saiyuuki. In Terasawa's case, he used a few ele-
ments from the story and placed them in a twenty-
first-century setting in his cyberpunk manga Mid-
night Eye Goku. A most recent example is the 2000
manga and anime Gensomaden Saiyuuki.
The most famous — and most popular — adapta-
tion of the Monkey King legend is Akira Toriyama's
manga Dragon Ball (1984-1995), which was serial-
ized in Shonen Jump magazine (Shonen Jump is tar-
geted at teen readers). Known for his 1980 hit
manga Dr. Slump (which also spawned a successful
animated series and movie) and his designs for the
videogames Tobal No. 9 and Chrono Trigger, Toriya-
ma not only used many elements from Saiyuuki, he
also combined science fiction and superhero action
(and sometimes destruction on a massive scale).
The Dragon Ball manga spawned an even more pop-
ular animated television series that ran for 250
episodes; seventeen movies; an incredible amount
of merchandise; and fans from all around the world.
The manga went on to become the best-selling
book in the world. Dragon Ball and its animated ver-
sion (which was titled Dragon Ball Zafter episode
153) have been translated into many languages,
and have a large following in the United States.
Toei, one of Japan's oldest animation studios,
produced the animated series with Minoru Okazaki
and Daisuke Nishio directing the episodes. A
sequel series, Dragon Ball GT, began running on
Japanese television in 1996, after the end of Drag-
on Ball Z, but it ended in 1997, and only had
peripheral involvement by Toriyama.
Dragon Ball follows the adventures of Son Goku,
a kindhearted — but somewhat naive — fourteen-year-
old boy. Goku has a tail, and knows little about his
past; he was raised by the kind Son Gohan, and
Goku refrains from killing. Found by a young woman
named Bulma, Goku begins a journey to help her find
the seven glass spheres known as the Dragonballs.
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Dragon Ball
The objects are scattered around the world, and
when all are brought together, they can summon the
dragon Shen Long, who will grant the holder of all
seven Dragonballs a single wish. Joining Goku and
Bulma are Oolong and Yamcha, plus Yamcha's cat
partner Puar (who is a shape-shifter). The group is
aided by Master Roshi, known as the turtle hermit,
and along the way encounter Krillin, a martial artist.
The main antagonists are the Emperor Pilaf and the
Red Ribbon criminal organization.
It is here that one can find similarities
between Goku and Wu Kong. Both have tails.
While Goku does not transform into many forms,
he does change into a gigantic ape during the full
moon; only when his tail is removed does the
transformation end. Both travel on a white cloud —
in Goku's case, it was given to him by Master
Roshi; only someone who is pure of heart can ride
the cloud. Unfortunately, Master Roshi's lecherous
ways prevent him from doing so. Goku and Wu
Kong each wield extending, indestructible fighting
staffs. Bulma, Oolong, Yamcha, and Puar — Goku's
companions — are parallels to the four companions
of Wu Kong.
Dragon Ball Z can be called the second stage
of Goku's life; several years have passed, and
Goku is now a young man, happily married to his
wife Chi-Chi and father to Gohan and Goten. What
is more evident are the parallels with American
superheroes, especially Superman. Goku finds out
that he is the last — or one of the last — survivors of
an alien race known as the Saiyans; he was sent
to Earth in a spaceship. His son Gohan also has
Saiyan blood, and both undergo intense training —
as a result, both can transform into "Super
Saiyans"; their hair turns gold and they become far
more powerful. Many more enemies and allies are
introduced, including Vegeta, a Saiyan who starts
off as a foe but becomes a reluctant ally; Piccolo, a
green-skinned alien from the Namekian race who
becomes a mentor to Gohan; and Trunks, a time-
traveler from the future who is the son of Bulma
and Vegeta.
In Dragon Ball Z, the action becomes more and
more extreme. There are many martial arts tourna-
ments that are the settings for epic battles. Fights
between characters can last several episodes, and
the characters become so powerful that the
destruction resulting from their battles often devas-
tates the landscape. In one example, Piccolo
destroys the Moon to prevent Gohan's transforma-
tion into a giant ape (like father, like son ...). Char-
acters often die and go to the afterlife, only to train
and return to the world of the living — this happens
to Goku and, as a result, he is seen wearing a halo.
Some characters can even fuse with one another to
become a new, powerful being.
Dragon Ball GT begins after the end of Dragon
Ball Z, and this time features Goku, an older Trunks,
and Goku's granddaughter Pan as the main charac-
ters. Emperor Pilaf has also returned, this time with
a new set of Dragonballs — and when Goku's wish
goes awry, he is turned back into a child. The series
follows the search for the new Dragonballs, but this
time the setting is outer space.
Dragon Ball was first broadcast in the United
States in the mid-1990s; FUNimation Productions
attained the rights to the series and adapted it for
the syndicated television market. However, changes
were made due to broadcast standards; nudity and
excessive violence were edited or cut out. In the
late 1990s, Cartoon Network began airing the
series, this time with less edits, and it went on to
became the highest-rated program on the cable
channel. The edited and unedited versions of the
series were released on home video from FUNima-
tion and Pioneer beginning in 1996 in both subti-
tled and English-dubbed formats; in April 2003,
FUNimation began releasing Dragon Ball GT on
DVD. Viz Comics began publishing an English trans-
lation of the manga beginning in the late 1990s,
but this time published both Goku's early adven-
tures under the title Dragon Ball and his adventures
as an adult under the title of Dragon Ball Z.
Yet Dragon Ball already had a fan following in
the United States, due to episodes and movies sub-
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Dragon Ball
titled by fans that were sold at conventions; many
could also find the original Japanese manga in spe-
cialty bookstores, as well as the merchandise —
action figures, models, artbooks, video games, and
more. Fans are attracted to the action and super-
hero elements and the various characters — some
of them truly bizarre — that populate the world creat-
ed by Toriyama. It is a tribute to his skill as both
artist and writer that Toriyama was able to blend so
many different elements into a cohesive story that
would have failed in lesser hands. The series also
made him well known in the United States. It does-
n't look like the popularity of Dragon Ball around the
world will fade any time soon. — MM
y#
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(dipse
Heroes
Eclipse was one of the first truly independent
comics companies, beginning in 1977 and serving
as a haven for many of the medium's most thought-
ful and edgy talents (like writers Don McGregor and
Steve Gerber) when they'd been driven from the
majors, while also offering a welcoming creative
space for those who remained in the mainstream
but sought more substantive outlets (like artists
Marshall Rogers and Gene Colan). The company
came into being with McGregor's dystopian action
saga Sabre, and continued for seventeen years with
a diverse roster of everything from sci-fi, horror, and
manga to satire, postmodern funny animals, and
opera adaptations. In the mix, it didn't shy away
from the occasional quality superhero series.
In this area, Eclipse is probably best remem-
bered as the Stateside home of Alan Moore's
gloomy masterwork Miracleman. But there are
other fan favorites as well, perhaps chief among
them Mark Evanier and Will Meugniot's long-run-
ning DNAgents. Debuting in 1983 when genetic
engineering seemed more than a calendar century
away, the book concerns a troupe of specially pow-
ered meta-humans created by a global corporation
to do its often-questionable bidding — and the ques-
tions these characters nonetheless develop about
the morality of their missions. Their corporate mas-
ter, it is amusing to recall, was known as Matrix,
and the book tapped into anti-big-business para-
noia long before this theme became a staple of
pop culture.
The series dealt with uneasy relationships
between genetic "cultures" in the way Marvel's X-
Men books are known to, as an allegory for real-life
friction between nations and races. Stories would
revolve around unusual ethical themes, like the one
in which a hostile potentate (the Commander)
forces the armor-clad DNAgent Tank into a televised
battle with a mighty assassin to prove the mutant
race's inferiority, but the assassin's mercilessness
increases pubic sympathy for the DNAgents
instead. The book also took a novel approach to
ubiquitous comics conventions of the day, as when
DNAgents and DCs Teen Titans held a "secret
crossover" in which the two actual teams never
met, but a parallel narrative played out in each
series concurrently, with the Agents thinly veiled
and cleverly renamed "the Re-Combatants" in the
Titan's book and the Titans dubbed Project Young-
blood in the Agents'.
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'93
ElectraWoman and DynaGirl
DNAgents #5 © 1983 Mark Evanier and Will Meugniot.
COVER ART BY WILL MEUGNIOT AND AL GORDON.
The series ran for some four years and
spawned several successful spinoffs, including a
miniseries for the team's electricity-generating hot-
head Surge and a two-year run for the non-genetical-
ly-modified hero Crossfire (also written by Evanier,
with artist Dan Spiegle), a Hollywood bail-bondsman
by day and costumed vigilante by night who found
endless material in Evanier's real-life discontents
as a television scriptwriter.
In addition to the veteran creators of these
series, Eclipse was known forgiving promising new
talents their first opportunities, and one such arrange-
ment resulted in a series little-noticed at the time but
sought after by fans since: The Liberty Project, a book
built around the novel concept of incarcerated
supervillains given a shot at redemption through a
kind of work-release as government-controlled super-
heroes. The series was drawn by James W. Fry and
written by Kurt Busiek, a writer then known to none
but later acclaimed throughout the industry for comics
like the groundbreaking Marvels and Astro City. (In
2003 The Liberty Project was put back in print in a
collected volume from About Comics.)
Other Eclipse superheroes included the patriot-
ic WWII champion Sgt. Strike and his modern coun-
terpart Strike!, a black teenager who finds the high-
tech harness that gave the Sgt. his superpowers.
(These characters' mythos tied into that of Airboy,
Skywolf, and other headliners from an unusual
1940s genre of aviator heroes once published by
Hillman and revived by Eclipse.) The eclectic stable
included such others as the spacefaring superteam
the New Wave, and one of Spider-Man co-creator
Steve Ditko's strange metaphysical heroes, Static
(no relation to the later Milestone Comics star). Big
names from the nomadic landscape of creator-
owned properties, including Dave Stevens' Rocke-
teer, also passed through the company's pages.
Eclipse was committed to quality production val-
ues, creative freedom, and full ownership of its
books by each one's artists and writers. In this, it set
a standard for integrity that not many of the get-rich-
quick independents that followed it into comics' mid-
1980s to early 1990s boom bothered to match.
Eclipse had helped bring about that boom by pioneer-
ing the practice of distributing comics directly and
exclusively to specialty comic shops with a ready
audience. But many comic shops shut their doors,
and Eclipse went out of business in 1994. — AMC
GecfraWoman
andPynaGirf
"ElectraWoman and DynaGirl, fighting all evil deeds.
Each writes for a magazine, hiding the life she
iffl
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Elektra
leads." So began the catchy theme song for Electra-
Woman and DynaGirl, a popular but short-lived seg-
ment of The Krofft Supershow. Sid and Marty Krofft,
best known for strange (some would say hallucino-
genic) live-action Saturday mornings kids' shows, cre-
ated a ninety-minute variety show for ABC, premiering
it on September 11, 1976. Leading its mixture of
segments was a pair of female crime fighters.
At its ElectraHeart, ElectraWoman and DynaGirl
was a campy female version of the 1960s Batman
series. ElectraWoman (not-yet soap star Diedre
Hall) was really Lori, while DynaGirl (Judy Strangis)
was Judy, her pigtail-wearing teen sidekick. During
the day, they were reporters for NewsMaker maga-
zine, but whenever they got a call from Frank Heflin
(Norman Alden), the electrical genius at their Elec-
trabase, they rushed off to fight crime. The girls'
gadgets included giant-sized wrist-mounted Electra-
Comps that fired rays like the ElectraBeam and
ElectraDe-gravitator, and they traveled to fight crime
in an ElectraCar or ElectraPlane.
The villains they faced were a silly lot whose
aims never seemed too evil. The Sorcerer and his
beauteous sidekick Miss Dazzle used hypnosis to
rob Fort Knox of its gold, while Glitter Rock kid-
napped a prince and tried to take over the world
with disco. The Empress of Evil and her partner
Lucretia, the sinister Ali Baba, the greedy Pharoah,
and the curvy Spider Lady were other dastardly
doers that ElectraWoman and DynaGirl faced.
Eight half-hour episodes of ElectraWoman and
DynaGirl were produced and aired during the
1976-1977 season, and then the heroines went
away. Though costumes, puzzles, lunchboxes, and
some other licensing were released, television would
be the only medium that the costumed heroines
would appear in. Diedre Hall had just begun starring
on the soap opera Days of Our Lives in 1976, but
Strangis all but disappeared from Hollywood. Despite
its short life, the series achieved a kind of cult
celebrity. In the late 1990s, episodes were released
on video, and an ElectraWoman action figure was
released (DynaGirl was never available, however).
In 2000, the Kroffts and Warner Bros. Television
filmed a half-hour Electra Woman and Dyna Girl (note
spaces now in title) TV pilot starring Markie Post as
the retired and now-alcoholic Electra Woman, who is
brought out of retirement by Judy Bennett (Anne Sted-
man), a reporter who wants to become the new Dyna
Girl. The WB chose not to pick up the series, and it
appears that hope is lost — for now — for any revival.
ElectraBummer! — AM
Gekfra
In his initial encounter with Elektra in Daredevil
#168 (January 1981), Marvel Comics' sightless
Man without Fear receives from her the blunt end of
a dagger to the back of his head, then a merciless
kick across his jaw, proving that issue's cover copy
to be no hyperbole: "Once he loved her ... now she
is his most deadly enemy!"
"Elektra came into existence simply because I
wanted Daredevil to have a femme fatale," com-
ments writer/penciler Frank Miller in Les Daniels' his-
torical volume Marvel: Five Fabulous Decades of the
World's Greatest Comics (1991). Yet "simply" never
applies to Miller's complex work. Elektra Natchios,
once the college love of law student Matt Murdock,
Daredevil's alter ego, retreats from her boyfriend and
society after her father, a Greek envoy, is assassinat-
ed. Emotionally poisoned by her father's murder, she
embarks upon a Zen-like quest to find purpose in her
life, receiving martial-arts training first from a teacher
in Japan and then, in a mysterious Arctic retreat, from
Stick, the sensei who similarly instructed Murdock.
Too indignant to become a noble warrior, Elektra
allies herself with the Hand, a cult of ninjas that
manipulates her into executing her original teacher in
a deadly rite of passage. Her life now has direction:
Armed with a pair of three-pronged blades called sai,
the crimson-clad Elektra becomes an executioner for
hire. Single-handedly plowing through throngs of
gangsters, assassins, and ninjas alike, Elektra rico-
chets her sai off of walls with staggering accuracy
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Elektra
Elektra #3 © 2001 Marvel Comics.
COVER ART BY GREG HORN.
while spinning, ducking, punching, and kicking, leav-
ing no foe standing.
At the time of her debut in late 1980, Elektra
defied the stereotype of the classic superheroine,
that prim, altruistic mighty maid of previous
decades who had slipped into cliche. She repre-
sented an escapist take on the global tensions and
political cynicism looming over the heads of read-
ers. Elektra was a female character unlike anything
comic-book readers had seen before: Determined,
self-assured, and vicious, she chose not to veil her
identity behind a mask or alter ego — she was Elek-
tra, the assassin, nothing more, nothing less.
Although she was a killer, Elektra was a symbol of
empowerment: Women no longer have to be vic-
tims, her actions spoke. Miller may have been "sim-
ply" creating a femme fatale with Elektra, but in the
process he redefined the superheroine for the
1980s and beyond. And unlike the female love
interests that had previously been introduced in
comics, Elektra emerged not as a disposable char-
acter, but as an equal to her lover.
Elektra's saga continued throughout intermit-
tent issues of Miller's Daredevil run (as well as in a
1981 solo story by Miller in Marvel's black-and-
white anthology magazine, Bizarre Adventures). The
assassin had a heart, readers discovered, as she
still loved Murdock, the blind man behind the devil
mask, affording her character emotional complexity
beyond her brutality. Yet that bond was overpowered
by their wills: Elektra was committed to serve as
the executioner for Daredevil's foe the Kingpin,
while the heroic Daredevil was pledged to stop her.
In Daredevil #181 (1982), Elektra was stopped— by
another assassin, Bullseye, who skewered her to
regain his position in Kingpin's corner. Mortally
wounded, Elektra crawled to Murdock's home and
died in her lover's arms. Unable to accept the pass-
ing of such a forceful spirit, Murdock exhumed her
in the very next issue for firsthand proof that Elek-
tra was indeed dead. A mere five months later, a
story written and penciled by Miller — "What if Bulls-
eye Had Not Killed Elektra?" — was published in
What If? #35, but it merely teased readers with
make-believe.
Elektra lived again, however. Miller resurrected
her in Daredevil #190 (1983), by metaphysically
cleansing her soul. The character resurfaced, first
in The Elektra Saga (1984), a four-issue repackag-
ing (with new material added) of her Daredevil
appearances, then months later in what would be
creator Miller's banner year.
That year was 1986. Miller returned to Dare-
devil, but only as writer, for a brief, critically
acclaimed stint, and produced his magnum opus
Batman: The Dark Knight Returns for DC Comics.
Elektra: Assassin, launched in August 1986, reunit-
ed author Miller with his popular creation in an
VK>
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Elementals
eight-issue postmodern prequel to her Daredevil
appearances. Lavishly painted by Bill Sienkiewicz,
Elektra: Assassin pitted Elektra against a pighead-
ed federal agent and a demon bent on starting a
nuclear war. Sienkiewicz's experimental art style
and Miller's scathing political commentary made
Elektra: Assassin a controversial milestone for Mar-
vel Comics.
By the 1990s, more superheroines had fol-
lowed Elektra's edgy lead — Avengelyne and Shi, for
example — dulling some of the assassin's unique-
ness. Yet Marvel consistently maintained a pres-
ence for the character. A four-issue Elektra minis-
eries was published in 1995, followed by more
reprints of the original Miller material and a
crossover with Image Comics' Cyblade in early
1997. In July of that year, Marvel released Elektra
#1, an ongoing monthly comic. Daredevil guest-
starred in the first issue and Bullseye surfaced
shortly thereafter. Without Miller's participation,
however, and with the embittered Elektra out of
place in the mainstream Marvel universe, the
series died after nineteen issues.
In the 2000s editorial changes at Marvel
Comics helped Elektra regain her stature. Some of
the publisher's grittier characters have been
allowed to explore explicit themes in the company's
Marvel Knights and MAX imprints. After co-starring
with the immensely popular X-Man Wolverine in the
three-issue Elektra & Wolverine: The Redeemer
(2001), Elektra was back on the stands in Septem-
ber of that year in a new and appropriately violent
series. In her solo adventures, Elektra's marks are
clearly criminals; however, despite their wrongdo-
ings, she still assassinates them, making her a vil-
lain in the eyes of the authorities in the comics, and
from the perspective of some readers.
Elektra's profile received another boost with
the release of the live-action movie Daredevil
(2003), starring Ben Affleck in the lead. Daredevil
appropriated much of Miller's material from his first
run on the comic book, including the hero's relation-
ship with Elektra, portrayed by actress Jennifer Gar-
ner. Garner's interpretation of the character capti-
vated viewers, including young girls, elevating Elek-
tra from cult-comic status to mass-media acclaim.
An Elektra movie and possible film franchise is
under development. At the time of the release of
Daredevil, Garner commented, "I wish that I had
read Elektra when I was growing up because I think
that she's very empowering to young women. I can't
pass up the comics now; I have to stop and see if
there's a new Elektra out." With the promise of an
ongoing motion-picture series bolstering the pres-
ence of the popular comic book, Elektra truly lives
again. — ME
CJemettfafs
Earth, wind, fire, water. Element-based superpowers
may seem routine in the world of superheroes —
Geo-Force, Swamp Thing, Storm, Human Torch, and
Aquaman are just a few of the characters who pos-
sess them — but in the hands of creator Bill Willing-
ham, they were anything but pedestrian. Premiering
in Texas Comics' Justice Machine Annual #1
(1984), the Elementals were four ordinary, unrelat-
ed people — Tommy Czuchra, a precocious fourteen-
year-old orphan; Jeff Murphy, a thrill-seeking profes-
sional pilot; Jeanette Crane, a passionate Los Ange-
les cop; and Rebecca Golden, a pampered
heiress — who die. But not for long.
They return from the grave with abilities that
connect them to the planet's natural order. Czuchra
can transform into the superstrong Monolith, a being
of living stone. Murphy becomes Vortex, able to soar
at fantastic speeds and project concussive blasts.
Crane pyro-kinetically masters fire and heat immuni-
ty. Golden — who now has green skin, and webbed
fingers and toes — becomes Fathom (no relation to
Mike Turner's similarly named heroine), manipulating
(and even becoming} water. In the first story arc,
"The Natural Order," writer/artist Willingham pushes
the envelope by delving into subject matter that Mar-
vel and DC Comics (at the time) considered taboo:
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'9,
Elongated Man
Elementals #1 © 1984 COMICO the Comic Company.
COVER ART BY BILL WILLINGHAM AND BILL ANDERSON.
the social and psychological repercussions of resur-
rection from the dead, and graphic explorations of
violence and sociopathic behavior.
Independent publisher Comico the Comic Com-
pany picked up Willingham's creator-owned
superteam shortly after the Texas Comics debut
and issued Elementals #1 in 1984. Erratically
released at first, Elementals garnered a loyal fan
base, largely due to Willingham's provocative cre-
ative voice. As a writer, he stretched with each
installment — overtime, he addressed occultism,
child abuse, sexual identity, religious obsession,
immoral ministers, depression, and suicide, all
while delivering well-paced, solidly scripted super-
hero stories. A disciple of folklore, Willingham also
introduced fantasy themes into Elementals, with
storybook and mythological characters appearing,
territory he later continued to cover by writing the
critically acclaimed series Fables (2002-present)
for DC Comics' Vertigo imprint. As an artist, Willing-
ham matured with each issue, starting as a compe-
tent copycat (while popular Batman and Micronauts
artist Michael Golden's influence is quite obvious in
his early work, Willingham commands a firm grasp
of storytelling) but blossoming into a remarkably tal-
ented illustrator.
But Willingham came and went, and Elemen-
tals issues written and drawn by others lacked his
magic and verve. In early 1989, Comico devised a
"best of both worlds" scenario to keep Willingham
on the title and publish what had become a strong
seller for the company on a monthly schedule: Ele-
mentals was relaunched with vol. 2 issue #1, with
Willingham scripting and providing cover art, but
with Mike Leeke and Mike Chen on interior art
(superstar artist Adam Hughes, then an up-and-
comer, guest-penciled Elementals #12). This plan
worked well — until bankruptcy forced Comico to
close its doors in the early 1990s. Not long there-
after, a new financier revived Comico and purchased
Elementals from its creator. Willingham and the
artists and editors involved with the earlier, ground-
breaking series chose not to participate in this new
venture, and the new publisher pandered to the
marketplace with some gratuitously exploitative
comics involving the characters (including Elemen-
tals Sex Special #l-#4 and Elementals Sexy Lin-
gerie Special #1). The new Comico was dead by the
mid-1990s, and it took Elementals to the grave with
it, an unfortunate conclusion to a once-celebrated
series. — ME
Elongated Man
The perennial backup character the Elongated Man
has brightened up numerous DC comics since his
y#
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E-Maii
introduction in the pages of The Flash #112 in 1960
by Gardner Fox and Carmine Infantine The Elongated
Man was Ralph Dibny, who developed a fascination for
circus "India rubber men" and eventually discovered
that their stretching ability was derived from a soft
drink called Gingold. Dibny found that by taking a con-
centrated drink of the liquid he could alter the cellular
properties of his tissue and so stretch any part of his
body to incredible length. Gingold's only drawback was
its tendency to lose its effect after twenty-four hours,
resulting in all manner of hilarious scrapes.
After his first appearance, reader response
was so positive that the Elongated Man became a
regular guest in the Flash strip for the next couple
of years. Not only was the character unusual in his
lighthearted approach to life but he had also, by his
third appearance, abandoned his secret identity
and married his girlfriend, glamorous socialite Sue
Deerbom. With a rosy outlook on life matched by a
colossal, fame-seeking ego, Dibny decided to earn
his living by making personal appearances across
the country. Nearly every story started with Dibny
and Deerborn driving into a fresh town and coming
across a quirky mystery or a robbery of some sort;
in a nice touch, his nose would begin to twitch
whenever a puzzle was about to present itself.
When Fox and Infantino were recruited to
revamp the flagging Batman titles, they brought the
Elongated Man with them, and for six years the
"stretchable sleuth" was a welcome backup strip in
Detective Comics (starting in issue #327). The first
story set the tone for years to come: When Dibny
and Deerborn stumble across a diamond-smuggling
racket, the Elongated Man uses his special talent
to eavesdrop on the hoods, leading to the immortal
line "An ear in the fireplace! He must be up on the
roof!" As the strip's run developed, the intrepid duo
continued to foil ingenious crimes and to solve com-
plex conundrums, but they never once acquired the
lineup of supervillains that plagued other, more seri-
ous heroes. In fact, much of the strip's appeal lay in
its low-key charm, which was perfectly complement-
ed by Infantino's sophisticated line work.
In the 1970s, Elongated Man enjoyed occa-
sional spots in the back pages of The Flash and
Detective Comics, and finally joined the Justice
League of America; his membership had previously
been rejected on the grounds that Dibny exploited
his powers for monetary gain. It was as a regular
member of the Justice League, and later the Justice
League Europe, that he gained his greatest popular-
ity, allowing his constant cheerfulness to brighten
up an otherwise somewhat dour group. This expo-
sure culminated in the character's own solo comic
(in a 1992 miniseries), a full thirty-two years after
his first appearance; this proved to be a jolly romp
through Europe. He also found a suitably bizarre
supervillain of his own, Calamari, who was clad in a
giant squid costume. This series did not lead to any
further solo outings, but to this day the Elongated
Man remains a member of the Justice League,
where he is always a welcome sight. — DAR
E-Aflan
"I think, therefore I am, but what am I?" In a market
dominated by neurotic heroes, creatures of the
night, bloodthirsty barbarians, and horror comics by
the score, E-Man was a breath of fresh air in the
mid-1970s. E-Man was the creation of editor/writer
Nick Cuti and up-and-coming artist Joe Staton, who
were given permission to dream up a new super-
hero by the unfashionable Charlton Comics, almost
as a reward for good work on the company's Mys-
tery Comics line. Drawing on their interest in sci-
ence and love for the legendary Plastic Man strip of
the 1940s, the pair concocted a funny, inventive,
and genuinely warm-hearted hero who quickly
established a cult following.
E-Man #1 (October 1973) reveals how an
exploding supernova, off in the furthest reaches of
the universe, created a ball of sentient energy that
proceeds to float through space for the next thou-
sand years or so, finally stumbling across a passing
spaceship, manned by the malevolent "Brain" (per-
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Everyday Heroes
haps not surprisingly a giant, disembodied brain).
The entity hitches a ride. After inadvertently causing
the ship to crash on Earth, the energy creature trav-
els through electrical cables to end up in the dress-
ing room light bulb of exotic dancer Nova Kane and
assume human form. The newly named E-Man ("E"
for energy, of course) is very much an innocent
force abroad, albeit a powerful one. Inspired by a
poster of Albert Einstein in Kane's apartment, E-
Man fashions himself a yellow-and-orange costume
with "E = MC 2 " embroidered on the front, and
becomes a superhero. He takes on everyday life in
his alter ego of private detective Alec Tronn.
E-Man's powers were seemingly limitless. He
could shoot energy bolts from his fingertips, trans-
form himself into any shape he wanted, fly, travel
through telephone cables, and sleep in a car bat-
tery. He soon encountered a bizarre collection of
enemies, including the Battery, the Boar, the
Entropy Twins, aliens, hillbillies, and killer theme
parks. The third issue of E-Man introduced the
grime-encrusted, low-life private investigator
Michael Mauser, who soon befriended E-Man, much
to the disgust of Kane; she preferred her newly dis-
covered boyfriend (the relationship flowered pretty
much from their first meeting) to be unspoiled by
the world around him. In fact, E-Man's naive, opti-
mistic, relentlessly cheerful personality, together
with Kane's endless reserves of pluck, determina-
tion, and flirtatiousness, provided much of the
strip's appeal. In time, Kane herself became a
superhero — named, appropriately enough, "Nova,
the Energy-Being that Walks Like a Woman" — after
she became caught in an exploding star (in issue
#8), while Mauser starred in his own feature in the
Vengeance Squad comic. However, despite the best
efforts of Cuti and Staton, along with a loyal band of
fans, the E-Man comic simply failed to resonate
with a wide audience.
E-Man's initial run sadly lasted for only ten
issues, plus a one-off appearance in the Charlton
Bullseye fanzine, but eight years later (in 1983) he
was back as one of the stars of First Comics' entry
into the specialty market. The revival by Staton and
new writer Marty Pasko was more of a parody title
than an out-and-out superhero comic and included a
spoof of the X-Men. Later issues eventually
returned to the charming stories of the Charlton
era, bringing back Mauser and introducing E-Man's
mischievous sister, Vamfire. After twenty-five
issues, First pulled the plug but Staton — now with
Cuti once again — fashioned further adventures for
Comico (in 1989) and Alpha (in 1993), all much in
the classic tradition.
Though not published with any consistency
since the 1990s, there remains a wonderful fresh-
ness and sense of fun in the many E-Man stories,
particularly those of the original Charlton run. As
late as 2001 E-Man starred in a new strip (in Comic
Book Artist #12), so there is always hope that his
time still might come. — DAR
tveryday Heroes
Realism and superheroes. It sounds like an oxy-
moron, but at least since Stan Lee and Jack Kirby
revolutionized the genre in the early 1960s, comics
creators have been pursuing the principle.
"Realism" has meant different things to differ-
ent writers and artists. To Lee, Kirby, and their con-
temporaries it meant giving believable flaws and
self-doubts to character types once known for their
impossible purity and confidence, even if the real-
life emotions were played out in an alien dimension
by people with green and orange skin. Spider-Man
was a guilt-ridden neurotic, the Fantastic Four were
not so much a superteam as comics' first dysfunc-
tional family, the rageaholic Hulk was the quintes-
sential anti-hero, and so on.
Since the 1990s, "realism" has meant some-
thing else: A whole genre has emerged exploring
the lives of the ordinary people in the universes
superheroes inhabit. These are neither paragons
whose problems readers can relate to nor stock
too
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sidekicks and girlfriends who have too little person-
ality to identify with, but people with everyday lives,
regularly threatened by forces beyond their control.
The genre began in earnest — and was given a
daunting model to match — with Marvels (1994), a
miniseries by two current comics superstars who
were then virtually unknown, writer Kurt Busiek and
artist Alex Ross. Taking in the whole sweep of the
twentieth century, both historical and fictional, Mar-
vels presented the Marvel Comics universe as seen
freshly through the eyes of a photojournalist, Phil
Sheldon. Ross' own dazzlingly photographic style (in
which each panel is fully painted and remarkably
believable), and Busiek's knowing knack for down-
to-earth treatment of incredible subject matter,
made readers feel as if they were reading an actual
documentary of the imaginary Marvel characters —
and the ambivalent mix of awe and fear that such
characters (and the real-life conflicts they symbol-
ize) inspire in ordinary people.
Marvels cast a long shadow in which few suc-
cessors flourished (though Busiek himself has
occasionally returned to the series' person-on-the-
street structure in his acclaimed independent comic
Astro City, 1995-present). But by the end of the
1990s it was time for the next landmark in the
"everyday heroes" genre. Image Comics' Powers
(2000-present), by fan-favorite writer Brian Michael
Bendis and artist Michel Avon Oeming, is a gripping
costumed crime-drama in which the secrets and
shortcomings of superbeings are seen from the per-
spective of the ordinary cops who clean up after
their scandals, which range from disillusioning to
disastrous. The series is heavy on political paranoia
and celebrity-bashing disdain, but also rich in humor
from the Dragnet dialogue and Mars/Venus inter-
play between stolid veteran detective Christian
Walker and brash rookie Deena Pilgrim.
Bendis single-handedly perpetuated the genre
with his own series from 2001 to 2003, Alias (no
relation to the TV show, which serendipitously
debuted at the same time) for Marvel's MAX imprint
(with artist Michel Gaydos). The comic concerns
Jessica Jones, a second-tier superhero turned
struggling civilian private investigator. The series'
plain, cynical heroine is rare for a medium oriented
toward uncomplicated babes, and her adventures
cover the underbelly of the Marvel universe, from
farcical superhero-sidekick impostors to frightening
drug-addict thrill-seekers who mainline mutant
blood. Resonantly squalid and often surprisingly
funny, Alias tells the subtly moving story of a power-
ful woman who, rather than protecting regular peo-
ple from on high, has chosen to live as they do.
The success of such books opened the spigot
on similar concepts, from Marvel's 2002 miniseries
Deadline (following the misadventures of superhero-
hating junior reporter Katherine Farrell, who strug-
gles with a man's world as well as a Superman's),
to DCs Gotham Central (2003-present), focusing
on the police force of Batman's fair city.
Another addition to the genre fizzled out from
the most promising of beginnings. After the 9/11
tragedy, Marvel published three interlocking mini-
series under the general title The Call of Duty
(2002), each dealing with a different cast of first-
responders (The Brotherhood featured firefighters;
The Precinct, police; The Wagon, ambulance
teams). Though nominally set in the Marvel uni-
verse, with some supernatural and sci-fi elements
involved, the books were best at realistically por-
traying human nature in unusual situations under
extraordinary pressures. These were the heroes
people wanted to read about, and in a baffling
botch, the miniseries were followed by an ongoing
(but swiftly canceled) comic (The Call, 2003) that
turned the everyday stars into more standard
superheroes.
But never fear; after that book's demise, Jessi-
ca Jones was set to return in The Pulse! (also by
Bendis and Gaydos), a 2004 series in which she
feeds exposes of costumed characters' less-heroic
episodes to an investigative reporter, thus bringing
the genre full-circle — and no doubt opening up a
whole new horizon. — AMC
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*o f
Extreme Studios Heroes
ttfxeme
Studios Heroes
In February 1992, six of the hottest artists in the
comics medium announced that they had formed
Image Comics, a collective publishing house in
which they would own all of their creations, sink or
swim. Over the next several years, the artist who
would do the most sinking and swimming would be
Rob Liefeld, the head of the Extreme Studios
imprint. Liefeld first garnered industry attention on
DC Comics' Hawk & Dove miniseries in
1988-1989, but it was his work on Marvel proper-
ties such as New Mutants and X-Force that won him
a hardcore fan base who would follow him any-
where. They liked his ultra-line-filled art, and didn't
care that many of his characters — and some of the
art — seemed awfully familiar. It was Liefeld's
extreme style that caught fandom's attention.
Liefeld's first book for Image was Youngblood
#1 (April 1992), in which he introduced a group of
government-sponsored heroes who were as com-
fortable being publicity-friendly celebrities as they
were stopping supervillains. Badrock is a stony
giant with great strength, but inside he is just a
teen. Chapel is an African-American marksman with
dark secrets. Shaft is the arrow-firing hero who
would grow into leadership. Vogue is a Russian
gymnast whose deadly aim with throwing weapons
is surpassed by her fortunes as the head of a cos-
metic empire. Riptide is a water-wielding beauty.
Others on the Youngblood roster — which soon split
into two books, Youngblood and Team Youngblood—
included werewolf-like Cougar, fire-headed Photon,
and armored Sentinel, as well as Brahma, Psi Fire,
Combat, and Diehard. The first issue saw the group
battling villains such as Strongarm, Gage, Dead-
lock, and Starbright, and Psi-Fire killed Middle East-
ern leader Hassan Kussein.
The Youngblood team formed the core of the
Extreme universe. Many of the characters had
Supreme #2 © 1993 Rob Liefeld.
COVER ART BY BRIAN MURRAY.
appeared in fan stories illustrated by Liefeld for
Titan Talk, a Teen Titans fan publication in the
1980s; their first comic appearance was actually in
Megaton Comics Explosion (June 1987). Extreme
soon expanded its line and hired artists who could
ape Liefeld's style. Books included other hero
teams like Brigade and New Men, and solo series
such as the violent Bloodstrike; futuristic science
fiction hero Prophet; comedic space barbarian
Bloodwulf; and more. Several Youngblood charac-
ters were given their own titles, which often
crossed over with other Image series; Chapel was
a part of Spawn continuity, Troll mixed stories with
The Maxx, and Badrock and Company was an actu-
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Extreme Studios Heroes
al team-up book featuring Badrock meeting other
Image denizens.
The most lasting of the Extreme books is
Supreme, featuring a lead character that started
out as a Superman rip-off, but became a beloved
homage once renowned author Alan Moore came
aboard to script the stories, beginning with issue
#41 (August 1996). Moore took the outrageous ele-
ments of Silver Age (1956-1969) Superman sto-
ries — alternate dimensions, multiple permutations
of the hero — and brought them into Supreme's
world, with fascinating spins that made the out-
landish seem real.
Although many Extreme titles were solid sellers,
and action-figure and toy licensing was taking off,
Liefeld himself — the highly public face of Extreme —
was getting a critical backlash in the industry. When
he would take steps forward — he appeared in a
Levi's commercial and optioned film and television
rights on a regular basis to Tom Cruise's production
company, Cruise-Wagner Productions, as well as
actor Will Smith and Fox television — the industry
would shoot back with tales of his copied artwork,
his inability to meet deadlines or keep character
costumes consistent, and battles with his fellow
Image creators and with animators who worked on a
prospective Youngblood series. At a time when a
near-bankrupt Marvel had farmed out several of its
lead titles to Liefeld and fellow Image creator Jim
Lee to produce — Captain America, Avengers, Iron
Man, and Fantastic Four were theirs for a one-year
experiment called "Heroes Reborn" — Liefeld's
standing in the comics world was unsteady.
In September 1996, Liefeld announced he was
stepping down as Image's CEO, and relocating all of
his titles to the self-published Maximum Press.
Image stated that Liefeld had been voted out of the
group non-voluntarily, and a battle of press releases
and spin control began. Extreme Studios continued
publishing some titles under the Maximum Press
banner, including Moore's Supreme, and a run of
the warrior women series Avengelyne and Glory. As
the new millennium began, Liefeld had mostly
stopped publishing his own comics, licensing some
titles out, and eventually changing imprints again, to
Awesome Comics, then Arcade Comics. Dabbling in
work sporadically for Marvel, Liefeld finally released
new issues of Youngblood in 2003. The return was
bittersweet, however; a series of resolicitations and
missed shipping dates meant that Youngblood did
not get distribution from the industry's largest dis-
tributor, Diamond. Whether Liefeld and his Extreme
heroes can once again regain fan-favorite status is
still in doubt, but the effect that Extreme Studios
had on the comics industry will definitely be remem-
bered in comic-book history. — AM
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*(*
Fantastic Four
"The World's Greatest Comic Magazine!" — the
immodest subtitle displayed above the logo of Fan-
tastic Four since its fourth issue — is no mere hyper-
bole. Still going strong in its fifth decade of publica-
tion, Fantastic Four, the series that spearheaded
the Marvel universe, has become its cornerstone.
Fantastic Four was the product of editorial
decree and creative desperation. Beginning in the
late 1950s, DC Comics had successfully resuscitat-
ed the superhero genre through its reintroduction of
classic heroes like the Flash and Green Lantern.
The Silver Age of comics (1956-1969) was under-
way. Martin Goodman, publisher of Marvel Comics,
was informed during a golf game with DCs publish-
er Jack Liebowitz that DCs superhero books were
selling exceptionally well, particularly their new Jus-
tice League of America series, which united Super-
man, Batman, and other popular characters. Marvel
was known mainly for its monster comics, and
Goodman realized that his line would benefit from a
title starring a supergroup. He ordered his editor,
Stan Lee, to create one. This directive came at an
opportune time for Lee, who was tiring of writing
and editing disposable pap for children and was on
the brink of resigning from the company. Lee longed
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to script material with more profundity — stories fea-
turing real people, with realistic foibles — and his
wife encouraged him to make this mandated
superteam the trial project for his aspirations.
Fantastic Four#l (November 1961) introduced
a quartet of new characters: Dr. Reed Richards, a
pompous scientist and aerospace engineer; Susan
(Sue) Storm, his lovely and somewhat reserved
fiancee; Sue's hotheaded teen-age brother Johnny
Storm, a car-racing enthusiast; and Richards' beefy
and snappish longtime friend, pilot Ben Grimm. This
group of four commandeers an untested spaceship
of Richards' own design from the U.S. military, in a
frantic but unsanctioned effort to beat "the Com-
mies" (as Sue calls them) in the Space Race. Grimm
protests, concerned over inadequate research into
the effects of space radiation, but is sweet-talked
into participation by Sue, for whom he carries an
unrequited passion. In orbit, the craft is flooded by
cosmic rays ("I warned you about 'em!" yells Grimm)
that genetically alter its passengers. Once returning
to Earth, the quartet discover that they have been for-
ever changed: Sue can fade in and out of view (and
before long, project force fields) as the Invisible Girl;
Grimm mutates into a freakish, rock-skinned power-
house dubbed the Thing; arrogant Richards elon-
gates into a plastic man who calls himself Mr. Fan-
tastic; and Johnny erupts into flame, blazing through
**
Fantastic Four
the skies as the Human Torch. "Together we have
more power than any humans have ever possessed,"
submits Richards, who persuades this group to join
forces as the Fantastic Four (FF).
Author Lee's co-architect was artist Jack Kirby,
an industry superstar who, like Lee, was looking for
a chance to stretch beyond the monster comics
he'd recently illustrated for Marvel. Kirby's energetic
and cinematic storytelling ("Nobody drew a strip like
Jack Kirby," beamed Lee in his 2002 autobiography,
Excelsior! The Amazing Life of Stan Lee) earmarked
Fantastic Four as something new, as did Lee's boun-
cy dialogue, which often placed the series' team-
mates in verbal conflict with each other — and physi-
cal conflict, too, via the playful ruckuses sparked by
practical joker Torch and his target, the Thing. They
were more than a team: They were a family, and a
dysfunctional one at that.
Fantastic Four quickly became a triumph for Mar-
vel, and Lee and Kirby's imaginations burst into
hyperdrive. An array of fearsome foes appeared and
reappeared, including, but certainly not limited to, the
oafish Mole Man, enslaver of a subterranean race;
Golden Age (1938-1954) anti-hero Sub-Mariner, also
known as Prince Namor of the undersea kingdom of
Atlantis, whose hatred of "surface dwellers" was
quelled only by his love of the Invisible Girl; the alien
Super-Skrull, who possessed all of the FF's awesome
abilities; the manipulative Puppet Master, who could
control the FF via miniature proxies; and the towering
Galactus, who gained sustenance by absorbing the
life forces of planets. Yet no menace was more inso-
lent than Doctor Doom, whose hideously scarred
face was hidden behind an ominous iron mask (it is
rumored that Doom was the template for Darth Vader
in George Lucas' Star Wars movies). Originally
Richards' colleague Victor Von Doom, this despotic
mastermind habitually returned to plague not only
the FF but to engage Mr. Fantastic in intellectual bat-
tles, always with dire consequences.
Lee and Kirby ushered the FF — who operated
from the Baxter Building, a skyscraper in midtown
Manhattan — into a dizzying array of exciting adven-
tures to exotic locales: the center of the earth, the
past, the subatomic Micro-World, and the treacher-
ous void called the Negative Zone. Mr. Fantastic's
unending array of technological gadgets assisted
the FF in their exploits, most notably the aero-
dynamic Fantasti-car, which in its earliest incarna-
tion resembled a flying bathtub, and the FF's own
malleable uniforms, woven from "unstable mole-
cules" that mimicked each hero's power (for exam-
ple, the fabric stretched with Mr. Fantastic). Despite
his brilliance, Richards could never find a perma-
nent reversal of the Thing's tragic condition.
In Fantastic Four Annual #3 (1965), Reed and
Sue were married (in a wedding crashed by a cadre
of criminals), and a few years later their son Franklin
was born. The Richards family was far from tradition-
al, however: Franklin displayed dangerous superpow-
ers, and Mr. Fantastic repeatedly ignored his wife
and son by spending days holed up in his laboratory.
A growing supporting cast was introduced: the Black
Panther, Marvel's first African-American superhero;
the Inhumans, a race of outcast superbeings; the
Watcher, a chronicler of intergalactic events sworn to
observe but not participate; and the Silver Surfer,
the space-spanning herald of Galactus who turned
against his master at the urging of the Thing's blind
girlfriend, Alicia Masters. Alicia, the daughter of the
Puppet Master, became part of the FF's extended
family, and helped soften the Thing's morose
demeanor by "seeing" what only she could: the kind
inner soul of Grimm.
Two renowned comics catch phrases were born
early in Fantastic Four's run: Johnny's "Flame on!,"
which he exclaimed when soaring into action as the
Torch, and the Thing's high-spirited battle charge,
"It's clobberin' time!" The Human Torch was the ini-
tial breakout member, starring in solo adventures in
Strange Tales and routinely appearing in The Amaz-
ing Spider-Man, but as the Thing's personality
changed from bitter outsider to lovable grouch, by
the mid-1960s Grimm emerged as the FF's most
popular player.
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Fantastic Four
In 1967, the FF's acclaim extended beyond
comic books. The Fantastic Four (1967-1970), an
animated television series produced by Hanna-Bar-
bera, borrowed heavily from the Lee/Kirby comics.
The cartoon ignited a firestorm of merchandizing,
including storybooks, flicker rings, coloring books,
Halloween costumes, and puzzles.
In the 1970s, changes disrupted the status
quo of Fantastic Four. A dispute involving story con-
tributions divided the Lee/Kirby team, and before
long both vacated the book. For years, a variety of
creators ventured in and out of the title (artist John
Buscema distinguished himself by his lengthy run
on the series in the 1970s), some making minor
contributions to the canon, others leaving a larger
mark. The Thing headlined the long-running team-up
title Marvel Two-in-One (1974-1983), Reed and Sue
suffered marital problems, and members came and
went from the team, temporarily replaced by heroes
like Power Man and Medusa.
By the late 1970s, several Marvel superheroes
were starring on live-action television on CBS. The
Human Torch was optioned for an unrealized live-
action film, precluding his inclusion in the FF's sec-
ond animated series, The New Fantastic Four
(1978), on rival network NBC. (A comics urban leg-
end contends that the Torch wasn't allowed on the
'toon due to the network's concerns that impres-
sionable children would set themselves ablaze in
emulation.) Johnny Storm was replaced in the show
by a comical robot named Herbie. The following sea-
son, NBC aired Fred and Barney Meet the Thing, a
Flintstones continuation that included shorts featur-
ing a teenage version of "Benjy" Grimm who trans-
formed into the ever-lovin' Thing by uniting two sep-
arated pieces of a ring and shouting, "Thing Ring,
do your thing!" Both cartoons strayed too far from
the FF source material and died quickly.
Writer/artist John Byrne's 1980s run on the
Fantastic Four comic book (#232-#292, July
1981-July 1986) spanned half the decade and fea-
tured such memorable events as the induction of
the She-Hulk as a temporary member, the evolution
Fantastic Four #82 © 1969 Marvel Comics.
COVER ART BY JACK KIRBY AND JOE SINNOTT.
of the once-meek Invisible Girl into the forceful and
liberated Invisible Woman, the shocking romance
between the Torch and the Thing's girlfriend Alicia,
and the transformation of Sue into the villainess
Malice. Grimm segued from Marvel-Two-in-One into
his own monthly title, The Thing (1983-1986), which
took him into the cosmos as a space explorer and
into the sports arena as a professional wrestler.
The 1990s did not bode well for Fantastic Four.
Convoluted story continuity impeded the series, and
sales dropped. A 1994 low-budget live-action FF
movie was deemed unworthy of release, yanked
from distribution, and denied home-video availabili-
ty, although bootleg copies are common among col-
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Fantastic Four in the Media
lectors. (Another FF movie, with Chris Columbus
[Home Alone] at the helm, was later bandied about
but shelved.) At least a new FF cartoon stayed on-
air for two seasons, as part of The Marvel Action
Hour, from 1994-1996.
After rebootings in both 1996 and 1998, Mar-
vel's Fantastic Four eliminated some problematic his-
tory and returned the series to more accessible and
stable ground. In the 2000s, the Human Torch was
spun off into his own series, and Fantastic Fourwas
restored to its former glory by fan-favorite writer Mark
Waid and artist Mike Wieringo. A 2003 corporate
decision to remove Waid and Wieringo from FF was
met by such overwhelming backlash from readers
that the move was soon reversed. An alternate-uni-
verse title featuring a younger version of the team,
Ultimate Fantastic Four, premiered in early 2004, and
a third ongoing FF series, 4 (a.k.a. Knights 4), a hard-
er-edged interpretation produced by the creative
team originally contracted to replace Waid and
Wieringo, bowed in 2004. A major live-action Fantas-
tic Four motion picture has been in development for
years, and is targeted for a mid- 2005 release date.
Another FF milestone: In continuous publication
since 1961, the Invisible Girl/Woman has earned the
distinction of being in print longer than every comics
superheroine except for Wonder Woman.
Although disagreements and personal quests
have often separated the Fantastic Four, their mutu-
al affection inevitably reunites them. It's that bond
between Mr. Fantastic, the Invisible Woman, the
Thing, and the Human Torch that will always make
their series "The World's Greatest Comic Maga-
zine!" — ME
Fantastic Fovv in
the Media
They are the world's greatest dysfunctional family.
Exposed to cosmic rays while traveling in an experi-
%&
mental rocketship, Reed Richards, Sue Storm, John-
ny Storm, and Ben Grimm return to Earth with aston-
ishing powers. The stretchable Richards dubs him-
self Mr. Fantastic, while the see-through Sue Storm
is the Invisible Girl, and her now-flammable brother
Johnny is the Human Torch. Poor Grimm gets the raw
end of the deal, becoming a superstrong orange-
skinned creature known as the Thing. As created by
Stan Lee and Jack Kirby for Fantastic Four#l
(November 1961), the quartet known as the Fantas-
tic Four would become almost as popular for their
squabbling relationships as they would for their
efforts to protect the world from such cosmic
threats as planet-devouring Galactus, dictator Doctor
Doom, angry underwater monarch Sub-Mariner, and
the shape-changing alien invaders known as Skrulls.
It would be a mere six years after their comic
debut that the Fantastic Four would make their first
media appearance. Hanna-Barbera saw that Filma-
tion's DC Comics-based superhero cartoons were
popular, as was Grantray-Lawrence's limited-anima-
tion Marvel Super-Heroes series. Hanna-Barbera
quickly licensed The Fantastic Fourfor a cartoon
series, basing many of the scripts directly on comic-
book storylines of the day.
The Fantastic Four debuted on September 9,
1967, with a half-hour slot. The animation was ade-
quate; though it lacked the power of Kirby's comics,
the characters were designed by comics legend
Alex Toth and art direction was by Marvel Comics
artist John Romita Sr. Voice work was by several
popular voice actors of the day, including Gerald
Mohr, JoAnn Pflug, Jack Flounders, and Paul Frees.
During the series' twenty episodes, the "FF" faced
familiar villains such as Doctor Doom, Klaw, the Red
Ghost, Galactus, and others. The final show aired
on March 15, 1970, though the series would later
be revived for syndication.
In late 1975, The Fantastic Fourwas a nation-
ally syndicated radio program, with each weekday
segment running a scant five minutes. This was
part of a new program called Marvel Comics Radio
Series, but the show proved costly to produce and
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Fantastic Four in the Media
was canceled after thirteen five-part episodes of
the FF were released. Adapted directly from the
comics, the radio show is almost completely forgot-
ten by fans, save as a trivia question: Who played
the Human Torch on the 1975 Fantastic Four radio
show? A pre-Saturday Night Live Bill Murray!
In the late 1970s, animation studio DePatie-
Freleng began work on The New Fantastic Four, an
animated series revival that debuted on NBC on
September 9, 1978. Stan Lee and comics scribe
Roy Thomas worked on many scripts, while Jack
Kirby did storyboards. Although the stories were rel-
atively faithful to their comic counterparts — if a bit
updated for the times — one major change was
made: The Human Torch was replaced by a flying
miniature robot named HER-B, or "Herbie." Although
legend has it the change was made because the
producers feared kids would set themselves on fire
in an effort to emulate the Torch, the main reason
for the switch was that Universal Studios had
optioned the Human Torch character for an Irwin
Allen-produced live-action feature film. The New
Fantastic Four lasted thirteen episodes, ending its
run on September 1, 1979.
One FF member didn't stay off the air for too
long. On September 22, 1979, NBC premiered the
new Hanna-Barbera series Fred and Barney Meet
the Thing. The show was a bizarre mixture, with Flin-
stones stars Fred Flintstone and Barney Rubble hav-
ing their own adventures, and only really "meeting"
the Thing for brief "joke bumpers" between
episodes or preceding and following commercial
breaks. The twenty-six twelve-minute episodes of
The Thing (shown two per episode) saw the Thing
as a teenager named Benjy Grimm (the voice of
Wayne Morton) who had a magic "Thing Ring."
When he rams its two separated parts together and
chants, "Thing Ring, do your thing," he transforms
into the familiar orange-skinned hero, the Thing (Joe
Baker's vocalization, doing a Jimmy Durante impres-
sion). Most of the Thing's adventures were spent
foiling the dastardly plans of the biker thugs known
as the Yancy Street Gang. Although the title of the
series changed to Fred and Barney Meet The
Schmoo on December 8, 1979, The Thing episodes
continued until the show's ultimate demise on
November 15, 1980.
The Fantastic Four had been licensed for a fea-
ture film throughout much of the 1980s. After years
in development, Neue Constantin Productions was
about to lose the rights to make a movie, unless
they began production on a feature film by Decem-
ber 31, 1992. They hired low-budget producer Roger
Corman to create a $2 million live-action produc-
tion, written by Craig J. Nevius and Kevin Rock and
directed by Oley Sassone. Work on the picture
began on December 28, 1992, three days before
the license would have expired!
The story showcased the origin of the quartet,
with Mr. Fantastic (Alex-Hyde White), the Invisible
Woman (Rebecca Staab), the Human Torch (Jay
Underwood), and the Thing (Carl Ciarfalio, voiced by
Michael Bailey Smith) facing off against Dr. Doom
(Joseph Culp) and the Jeweler (Ian Trigger). Although
Thing's bodysuit (complete with animatronic head)
was impressive, less interesting were Reed
Richard's stretching powers, and Johnny Storm
"flamed on" only in the film's finale.
Although a movie poster was released and a
charity premiere was announced for January 19,
1994, at Minneapolis, Minnesota's Mall of the
Americas, The Fantastic Four was scuttled before it
could be released. It remains unreleased to this
day, although bootleg recordings of it flourished
throughout the late 1990s.
In September 1994, The Marvel Action Hour
debuted in syndication, courtesy of Marvel Films and
New World Entertainment. The animated series was
composed of a half-hour Fantastic Four segment
combined with a half-hour Iron Man series. Stan Lee
introduced and narrated the episodes, which utilized
stories inspired by the comics. The first season of
thirteen episodes saw multi-part stories for the ori-
gin of the FF, as well as the introduction of the Silver
Surfer, Galactus, and Doctor Doom. The second sea-
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son featured drastically improved character designs
and animation, as well as guest appearances by the
Inhumans, Daredevil, Thor, Black Panther, Ghost
Rider, the Hulk, and the Impossible Man. The series
used lots of stunt voice-casting, including the voice
of Dick Clark as himself, as well as Michael Dorn
(Gorgon), Kathy Ireland (Crystal), Mark Hamill (Max-
imus), Ron Perlman (Wizard, Hulk), Richard Greico
(Ghost Rider), and John Rhys-Davies (Thor).
Although The Marvel Action Hour was canceled
in fall 1996, some of the FF characters reappeared
in animated form. The Thing showed up in a first-
season episode of UPN's The Incredible Hulk. In
1997, the Fantastic Four guest-starred in two
episodes in the fifth season of Fox's animated Spi-
der-Man series. Finally, in 1998, Fox aired one sea-
son of The Silver Surfer, which featured the title
character and Galactus, and would have also fea-
tured the Fantastic Four if the in-production second
season had not been canceled.
A second live-action Fantastic Fourfeature film
has been in development for years at Twentieth
Century Fox — as has a Silver Surfer movie — but it
has been plagued by multiple screenwriters and
defecting directors. Scripts have been turned in by
Michael France, Chris Columbus, Philip Morton,
Sam Hamm, Doug Petrie, and Mark Frost. Although
Peyton Reed (director of Bring It On) once had a
lock on directing, he resigned those duties in 2003.
Still, the film has been announced to debut in mid-
2005. Will the quartet make their date, or will cos-
mic rays interfere? Only time will tell. — AM
Fawcett Comics: See Bulletman; Captain Mar-
vel Jr.; Captain Marvel/Shazam!; Golden Age of
Superheroes (1938-1954); Mary Marvel
Femforce
The culmination of many long years spent laboring
in the vineyards of comics fandom, mainstream
publishing, and independent publishing, Femforce
was the brainchild of AC Comics founder Bill Black.
Noted by AC writer and editor Mark Heike as being
the first successful all-female superhero team, Fem-
force evolved out of the explosion of inexpensively
produced — and for a brief time, highly profitable —
black-and-white comics publishing that occurred in
the mid-1980s, a period of wild growth for the
industry, its publishers, and its direct-market (spe-
cialty shop) retailers.
As the market for such titles quickly grew glut-
ted, Black established a unique publishing niche for
AC by focusing on a conspicuously underrepresent-
ed area of the superhero genre: female protago-
nists, which, thanks to his earlier publishing ven-
tures, Black possessed in abundance. In 1985, the
ongoing Femforce series, created largely by utilizing
characters from earlier AC comic books, landed on
America's comics racks. The title quickly distin-
guished itself from most other contemporary super-
heroic fare by portraying its powerful female leads
in an appealingly cheesecake "Good Girl" art style,
replete with characterization and humor. The regular
series also bucked the era's prevailing independent
comics trend by printing in full color.
Femforce, which quickly became AC's flagship
title, was mainly composed of female characters
from the universe of Black's principal superhero,
Captain Paragon. The team, whose membership
has fluctuated over the years, was led by the
blonde, statuesque Ms. Victory, a patriotic heroine.
Victory's alter ego, Dr. Joan Wayne, was a U.S. gov-
ernment biogeneticist during the 1940s, when she
invented a pumped-up vitamin compound known as
V-47. This discovery granted her superstrength and
the power of flight, as well as giving her perpetual
youth while she was in her superheroine guise, thus
affording her an excellent disguise. As the years
wore on, Wayne aged into an old woman while Victo-
ry remained young. Originally known as "Miss Victo-
ry," she adopted the more contemporary "Ms." hon-
orific as the years went on. Kept strong and youth-
ful by the V-47 compound, Ms. Victory (now
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Femforce
Paragon's wife) can look forward to many more
decades of service as one of America's most stal-
wart protectors.
Among the rank-and-file members of Femforce
are She-Cat, a free spirit whose feline powers origi-
nated from an encounter with the evil cat goddess
Sekhmet. Savage and noble natures are constantly
at war within She-Cat, and the feline metaphor accu-
rately describes both her razor-sharp claws and her
well-honed sexuality. Nightveil (a.k.a. Laura Wright,
the Blue Bulleteer), an Earth heroine who gained
sorcerous abilities on the extradimensional world of
Dark Dhagor, is a brooding woman of mystery and
beauty. Evolved from a Fox Comics Phantom Lady
look-alike of the 1940s, Nightveil derives her mystic
powers partly from her arcane Cloak of Darkness,
which she struggles to control and use for good pur-
poses, though she realizes that its dark nature may
cause her demise. One of the more popular mem-
bers of the group, Nightveil has headlined several
comics of her own.
Silver-tressed Silva Synn has big hair, big
brains, and a major sweet tooth; not only can she
teleport using subspatial wormholes, she also has
the ability to create mentally generated objects
called "synnestrophic constructs" that remain solid
as long as she maintains her concentration. "Too
Tall" Tara Fremont, an environmentalist, marine biol-
ogist, and latter-day "jungle girl" (though not in the
Sheena mold, since she never wears animal skins),
uses the enormous wealth of her father (industrial-
ist T. C. Fremont) to protect the planet's many
endangered species from extinction; thanks to a
variant of Ms. Victory's V-47 serum, Fremont has
also acquired the power to grow to enormous pro-
portions, a la the 50-Foot Woman of the classic
1950s sci-fi film. Stardust is a pacifist extraterres-
trial scientist who hails from the matriarchal world
of Rur; her body gathers and concentrates stellar
energy, which she can use either as a weapon or as
a means of flight. An outsider among humans,
"Dusty" continually struggles to understand Earth's
aggressive, conflict-ridden culture. Colt (Valencia
Femforce #120 © 2003 AC Comics.
COVER ART BY MARK AND STEPHANIE HEIKE.
Kirk), the diminutive mistress of all manner of
weaponry and martial arts, and Rayda (Dyna
Morisi), a "human dynamo," are auxiliary members.
Other characters that have seen action as mem-
bers or allies of Femforce include Kitten, the female
partner of Catman (Holyoke Publishing's Golden Age
hero, revived by Black), as well as such forgotten
Golden Age (1938-1954) heroines as Yankee Girl,
Miss Masque, and Jetgirl. Femforce's ranks some-
times swell nearly to Avengers proportions, mainly
because of a surfeit of eager and evocatively named
villains, including Alizarin Crimson, the Black Shroud,
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Capricorn, Darkfire, the Fearforce, Fern-Paragon, Lady
Luger, the Shimmerer, and Stella Stargaze, as well as
ambiguous sometime-allies who as often as not are
foes, such as the antisocial Rad (actually Ms. Victo-
ry's daughter) and the giantess Garganta.
By the late 1980s, as independent comics
sales declined, Black converted Femforce into a
black-and-white format; the title (along with its sever-
al spin-off miniseries and one-shots) remained AC's
only consistently solid seller, both in the direct-sales
market and via mail order. By 1990 AC Comics,
along with the rest of the industry, was growing
steadily. AC's staff grew as well; Femforce acquired
a new writer-artist known only as "The Count," and
artist Brad Gorby also began contributing to the pos-
itive fan-reaction the series was receiving. With the
further assistance of new associate editor Heike (a
major contributing factor as the multi-talented Heike
wrote, drew, and inked stories), Black was able to
begin releasing Femforce on a monthly schedule.
The year 1990 also saw the launch of two new
Femforce-related titles: Good Girl Art Quarterly
(which consisted largely of color reprints of Golden
Age cheesecake stories, led by a new Femforce tale,
also in color), and She-Cat (a black-and-white comic
devoted to the feral feline Femforce member). In an
effort to improve the quality and consistency of AC's
Femforce line, Black took over all the writing chores
on the property, even as the rest of the AC stable
continued to expand. Femforce Up Close, a color
title that focused on individual Femforce members,
debuted in 1992, complementing Jungle Girls, which
began its sixteen-issue run in 1988 and presented
black-and-white Golden Age reprints as well as new
tales of Tara, Femforce's jungle queen. To address
the increased demand for Femforce artwork, Black
hired veteran Marvel Comics great Dick Ayers,
whose work Black had admired for decades.
While sales of most of the AC Comics line
declined during the lean times of the mid-1990s, the
up-and-coming "Bad Girl" trend — exemplified by such
lucrative characters as Marvel's Elektra, DCs Cat-
woman, Dark Horse's Barb Wire, and Crusade
#>
Comics' Shi — helped keep Femforce and its spin-offs
afloat. All the while, the property somehow managed
to hang onto an upbeat, relatively nonviolent image,
despite the increased prevalence of "gritty" superhero
fare that was becoming almost de rigueur across the
comics industry. By 1998, against all odds, Black's
relatively tiny company released the one-hundredth
issue of Femforce (only 228 previous comic-book
series have attained the century mark). AC was also
reaping considerable profits from Femforce T-shirts,
art portfolios, and other paraphernalia bearing the
likenesses of AC's well-upholstered heroines.
As the third millennium unfolds, Femforce's
future remains bright, due in no small part to Black's
nostalgic Golden Age preservationist vision and his
continued hands-on involvement with the stories.
Still published as an ongoing title today, a summer
2003 story arc titled "Femforce: Superbabes" —
spanning issues #120-#122 — heated up summer
sales. Spearheaded by Heike, who enlisted such
artistic luminaries as Joe Staton and Will Meugniot
(among others) to contribute stories demonstrating
their own creative visions of Femforce-like charac-
ters, the three-issue arc proved popular.
Today Femforce fans remain fascinated with
Black's unique characterizations of Ms. Victory,
Nightveil, Synn, She-Cat, Tara, and Stardust, the core
members of the team. Among the newest members
of the Femforce creative stable are artists Jeff
Austin, Mark Glidden, and Ed Coutts, and writers Paul
Monsky and Chris Irving. Meanwhile the company
has plans to produce an as-yet untitled independent,
direct-to-video Femforce feature film spotlighting the
exploits of a fan-favorite Femforcer, Nightveil. As of
early 2004, principal photography has been complet-
ed and the project is in the editing stage. — MAM
Feminism
Does the classic superhero headquarters have a
glass ceiling? It's certainly true that superheroines
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Feminism
have had a mightier task to perform than their
male counterparts just to get noticed in the comic-
book medium, let alone thrive. Still, over the years
the identities of superwomen, even more so than
the traditional costumed men, have been subject
to change.
After a handful of obscure predecessors, the
era of the superheroine entered an auspicious
phase with DC Comics' Wonder Woman, who leaped
onto the printed page in All Star Comics #8 (Decem-
ber 1941-January 1942). Conceived as a draw for
female readers (in the days before comics publish-
ers wrote this entire audience off), the character —
though like most such heroines, written and drawn
by men — was an Amazonian archetype in whose
adventures males were decidedly the less capable
sex, and in which fantasias of matriarchal rule
played out.
Of course, the fact that it was so fantastic may
have undermined the empowering effect of the
series on little girls reading it, and Wonder Woman
would remain one of relatively few stand-alone
superheroines for some time. Much more common
were female versions of established male charac-
ters — and ones seldom with their own books, as
Wonder Woman rated. Everyone knows Supergirl
and Batgirl, though fewer people remember Bullet-
girl and Batwoman — and perhaps that's no acci-
dent. The heroines created as diminutives of male
heroes seemed to stay afloat; grown women on a
potentially equal footing with their counterparts —
like the forgotten 1950s Batman colleague Bat-
woman and the regular teammate of Fawcett
Comics' Bulletman, Bulletgirl — sank thoroughly
from view.
Of course, times change, and husband-and-wife
teams took hold more firmly as the 1950s and
1960s progressed, from DC Comics' Hawkman and
Hawkgirl to Marvel's Ant-Man (later Giant-Man) and
the Wasp. By the 1970s, superwomen were liberat-
ed enough to be portrayed in extra-marital team-
ups, including DCs Black Canary with Green Arrow
and Marvel's Black Widow with Daredevil — in the
latter case, the woman even took co-billing in the
book's title.
But where were the women standing on their
own two feet? In the 1950s Marvel had had Venus,
a self-reliant career woman who just happened to
be the Greek goddess of the same name. But did a
gal have to be from Olympus to get star billing? It
seemed sadly so, sisters, when, by the 1970s, Mar-
vel tried a brand-new (if Catwoman-derived) heroine
in her own book, the Cat. Unusually (and even more
so for the time) both written and drawn by women
(Linda Fite and Marie Severin, respectively), the
series was a moody, intriguing innovation that with-
ered within a few issues.
The gender dynamic was slowly changing when
the superheroes pulled off their garish work clothes
and got home, especially in the case of Spider-Man,
whose alter-ego Peter Parker is raised in a matriar-
chal household by his widowed Aunt May and would
end up spending most of his series dating — and
later married to — the uncommonly gutsy and inde-
pendent Mary Jane Watson. But they were still the
proverbial women behind the man.
Superheroines were having better luck on the
TV screen, from the Saturday-morning live-action
Egyptian deity Isis to primetime's Bionic Woman
and, again, Wonder Woman. Back in comics, female
heroes found a haven in Marvel's more offbeat
ensemble books like The Defenders, which featured
another Amazonian character (this time, of the
Northern European variety), the Valkyrie, and a
retooled Cat named Hellcat (though this time,
empoweringly if a bit surreally, it was Marvel's for-
mer prom-queen romance-comic character Patsy
Walker under the mask). Team books in general
seemed to be a more hospitable workplace for
women, with Marvel's mega-popular late 1970s X-
Men reboot featuring such powerful female images
as Storm and Jean Gray (if never democratizing the
book's male-centric name).
The latter character is pivotal — the telekinetic
Gray, who had been able to take back her name
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after being called "Marvel Girl" years before, is one
of comics' few instances of a heroine whom male
and female fans alike admire for her abilities rather
than her appearance — a dignified, brainy humanitar-
ian and leader, she gained god-like powers and met
a tragic end (though various popular-demand resur-
rections have inevitably followed) in the X-Men
book's classic "Dark Phoenix Saga" (issues
#129-#137, 1980).
But can a superheroine be powerful and actual-
ly live? Some have been trying it. The Wasp has
gone from air-headed socialite sidekick in the
1960s to leader of Marvel's team the Avengers in
the 1980s and 1990s; in the same time span the
Fantastic Four's Invisible Girl finally got promoted to
Invisible Woman, and a stronger position in the
team (a more permanent change than when she
briefly left her husband, Mr. Fantastic, and the book
itself in the l-am-woman early 1970s); Catwoman
has gone from titillating vamp (and villain of the
piece) to champion of the downtrodden (and star of
her own book).
Meanwhile, the Amazon archetype introduced
to comics by Wonder Woman has marched on, with
ambiguous results. These characters always tread
a line between role models of power and role play-
ers of dominatrix male fantasy, from Marvel's Thun-
dra (a one-shot "Femizon" from a matriarchal
future) to Jack Kirby's Barda (steely and scantily
clad interdimensional warrior woman) and beyond. A
subset of this type has been the sexy assassin.
From Gamora in Jim Starlin's mid-1970s Marvel
series Warlock to Elecktra in Frank Miller's early
1980s Daredevil, the line between power and pin-
up has always blurred — and all the more so in such
characters' modern equivalents, from Buffy the
Vampire Slayer to Lara Croft.
Mixed blessings like these have long been
superheroines' lot. The elderly Agatha Harkness,
strong-willed and somewhat supernatural governess
of the Invisible Girl and Mr. Fantastic's son Franklin,
was introduced in 1970, becoming perhaps comics'
first super senior citizen. Oracle, the contemporary
heroine who used to be Batgirl, is a technological
mastermind whose abilities are indispensable
though the use of her legs has been lost. But neither
of these characters is the first woman — in comics or
real life — to have her strength and know-how appreci-
ated only after developments (age, disability) that dis-
qualify her as a conventional sex symbol.
Legendary underground cartoonist and femi-
nist comics historian Trina Robbins tried taking mat-
ters into her own hands with the 2000-2001 series
Go Girl! for Image Comics. Written by Robbins and
drawn by Anne Timmons, the book follows the
adventures of a hip-hop era teen taking up the man-
tle of her mod seventies-superheroine mom ("Go-Go
Girl"!). Aimed at youngsters in an attempt to depict
more three-dimensional females in comics and wel-
come more real ones into the medium's audience,
the book wavers a bit between charming and cloy-
ing, but is a worthy and refreshing read. Its short,
stormy run — previewed with high-profile fanfare and
then delayed in its release and downgraded to an
infrequent black-and-white due to low preorder inter-
est among comic-shop dealers — said less about
the book's quality than about the unsalability of
women-starring series that is axiomatic in the
industry (if self-fulfillingly so).
It is probably no coincidence that the most
famous female comic-book artists have been
humorists, deflating the self-importance of a male-
centric genre. Marie Severin was known for satire
books like Not Brand Echh! in the 1960s; Ramona
Fradon for wacky heroes like Metamorpho and Plas-
tic Man in the 1960s and 1970s; and Amanda Con-
ner for the outlandish prostitute-turned-super-
heroine book The Pro in the early 2000s.
That last book's relentlessly unglamorized look
at a low-respect female occupation may be a signal
of things to come. No-nonsense portrayals of
domestic abuse have appeared in Marvel's inti-
mates and Spider-Girl (the latter of which has drawn
some fire for its sympathetic characterization of les-
bian moms — and drawn a larger female readership
than most comics have in years); well-rounded char-
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Fighting American
acters like Brian Michael Bendis' Jessica Jones in
Alias (no relation to the TV show) and Frank Miller's
reluctant urban warrior Martha Washington have gar-
nered feminist praise; companies are trying out
books starring non-male-derived, non-cheesecake-
oriented heroines again (like Alan Moore's acclaimed
goddess epic Promethea and Peter David's mature
and enigmatic noire drama Fallen Angel); and even
honest-to-gosh women writers like Devin Grayson
and Gail Simone are bringing new spins to charac-
ters from the Black Widow to Birds of Prey.
High-profile movies like the Halle Berry Cat-
woman and the Jennifer Garner Elektra are in the
pipeline, which will boost the box office for super-
women and may either help or hurt super-sister-
hood — but whatever happens, both on the page and
behind the scenes, the female population of a
male-dominated medium will keep pressing forward,
even if it's not in a single bound. — AMC
Fighting
American
The 1950s comics scene was dominated by horror
and crime comics, witch hunts and scare stories,
and was characterized by long-established comic-
book companies going under. Into this unpromising
environment Joe Simon and Jack Kirby launched The
Fighting American in 1954 (published by Prize
Comics), which the creative duo hailed as the first
superhero satire in comics history. Interestingly, Mar-
vel Comics had revived Captain America just eight
months earlier, and it is intriguing to ponder if Simon
and Kirby created the Fighting American as a riposte
to their earlier superhero creation. Indeed, the pair's
avowed aim was to make the public forget Captain
America entirely; clearly, this did not happen.
The first issue of Fighting American introduced
readers to patriotic television newscaster Johnny
Flagg, a war hero much given to warning America
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COVER ART BY JACK KIRBY AND JOE SIMON.
about the dangers of communism. Those self-same
communist agitators promptly beat him close to
death, but on his deathbed he asks his feeble
brother Nelson (who had been scripting Johnny's
red-baiting speeches all along) to carry on his fight.
Days later, the army summons Nelson to a secret
lab where Johnny's revitalized body has been
dressed in a stylish red-white-and-blue costume. In
the ensuing operation, Nelson's brain is transferred
to Johnny's body and the fearless Fighting American
is born; what happened to Nelson's body is never
revealed (and Nelson himself does not refer to the
event again).
Just as Captain America had a sidekick, the
Fighting American soon acquired his own young
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Firestorm
assistant, Speedboy, a young pageboy who stum-
bled across Johnny/Nelson's secret identity and
was instantly recruited to the cause. Again like Cap-
tain America's 1950s adventures, the Fighting
American was rabidly anticommunist, although
Simon and Kirby played it all strictly for laughs.
Indeed, there has never been a stranger collection
of bizarre villains in comics history. Among the var-
ied villains on display, the unsuspecting reader
could come across the likes of Invisible Irving, Dou-
ble Header (with, naturally, his two heads), Hotsky
Trotsky, Poison Ivan, Count Yuscha Liffso,
Superkhakalovitch, and Square Hair Malloy. Not
content with outlandish bad guys, the strip also fea-
tured weird guest stars like Uncle Samurai, Shisk-
abob the Sorcerer, and Yafata's Moustache, along
with a bevy of buxom femme fatales including Chari-
ty Bizarre, Scarlet O'Haircut, and Lucy Liverwurst.
Simon and Kirby were long-established comics
pros but their roots were in the unsophisticated,
hard-living slums of New York and the comic reflect-
ed this environment. The humor was broad, slap-
stick comedy, full of joke Yiddish names, ethnic
stereotypes, and resolute political incorrectness. In
spite of (or because of) this, the feature was gen-
uinely funny. However, the mid-1950s were not a
good time for superheroes, and Fighting American
lasted a mere seven issues. Eleven years later (in
1966), Simon revived the comic during his short-
lived stint as an editor at Harvey Comics; this comic
combined reprints with strips intended for the old,
unpublished eighth issue. Harvey pulled the plug on
its superheroes with only one issue released, even
though a second issue was ready for printing, but
Simon retained his copyright on the character, wait-
ing for the right moment to unleash his hero again.
After a long wait, the character returned in
1989 in a deluxe hardback compilation of his
1950s strips, issued by Marvel Comics. This herald-
ed a decade of bizarre miniseries. The first of
these, published by DC Comics in 1994, retold the
character's origin story but updated it to the pre-
sent day, dumping the treacherous commies but
£\b
keeping the strange villains (such as the Media Cir-
cus and the Gross National Product). The Fighting
American's next outing had as convoluted an origin
as any comic of recent years. In the mid-1990s,
Marvel revamped a host of its comics in a cam-
paign called "Heroes Reborn." One of these — Cap-
tain America — was produced by the controversial
Rob Liefeld. The Heroes Reborn line was jettisoned
after a year but Liefeld had already drawn some
more issues that he was determined to use, and so
he made some art changes, renamed the hero
Agent America, and prepared to release it under his
own company, Awesome Entertainment. Marvel
immediately sued over the blatant similarities to its
legendary Captain America, but Liefeld countered by
licensing Fighting American from Joe Simon, chang-
ing his leading characters (again) and redrawing the
Nazis as communists. Such was the fervor for
superheroes at the time that the Fighting American
miniseries (in 1997) led to two further outings over
the next couple of years. Neither added much to the
hero's reputation, but the idea that new Fighting
American stories came out of old Captain America
strips was deliciously ironic.
While no new comics have appeared since
1999, the Fighting American was the inspiration
behind Alan Moore's hilarious superhero spoof,
"The First American" in Tomorrow Stories, and so
his legacy lives on. — DAR
Firestorm
Created by writer Gerry Conway and artist Allen Mil-
grom for DC Comics (Firestorm #1, 1978),
Firestorm is unique among nuclear-powered super-
heroes, representing a transition between the atom-
ic-generated heroes of the 1960s (mainstays such
as Spider-Man and the X-Men, characters for whom
nuclear power is a potent yet ultimately benign
force) and the distrust of all things nuclear that
marked the post-Three Mile Island 1980s.
Firestorm stands astride the mushroom clouds of
TH£ SUPBBHeiZO BOOK
Firestorm
the Nuclear Age's heyday and the postmodern
Earth-goddess spiritualism of the 1990s New Age.
On the eve of the opening of the controversial
and experimental Hudson Nuclear Facility, the Earth
Spirit (known alternatively as Gaia or Maya) selects
nuclear physicist Martin Stein to be Earth's latest
fire elemental. When radical environmentalist
Edward Earhart attempts to destroy the plant, Stein
is knocked unconscious. One of Earhart's confeder-
ates, a high-school jock named Ronnie Raymond,
has a change of heart and tries to stop the sabo-
tage, only to be irradiated along with Stein, to whom
Earhart has shackled him inside the main reactor
room. Stein and Raymond find themselves com-
bined into a single, nuclear-powered form — that of
the flame-headed superbeing known as Firestorm.
Because Raymond is conscious at the time of
his melding to the insensate Stein, the teen's
impulsive, wise-guy personality dominates
Firestorm's consciousness; Stein's calmer, more
staid mind runs in the background, lending its
expert scientific guidance to Raymond in the use of
his power to alter the atomic structure of inorganic
matter (Firestorm later forswears this ability
because of its tendency to make the objects he
transmutes unstable). Firestorm can also fly at light
speed, release intense blasts of nuclear-generated
fire and heat through his hands and eyes, pass
through solid objects, control flames and fire (which
he can also use as an energy source to enable him
to grow or shrink), and even teleport himself to any
open flame on Earth. In addition, he has the ability
to transform back into his two human forms — with
Stein at first having no recollection of Firestorm's
adventures afterward, unlike Raymond. Operating
initially as a fairly standard villain-foiling costumed
superhero — albeit a hero with an awkward, twofold
secret identity — Firestorm at first knows nothing of
his status as a fire elemental, and must learn to
master his powers gradually overtime (with Stein's
help). Firestorm's one major weakness is a tendency
to suffer mental "attacks" during which the bond
between Raymond and Stein suddenly weakens,
requiring intense concentration on Raymond's part in
order to maintain Firestorm's powers.
Unfortunately for the fused fissile hero, his
first series lasted only five issues before succumb-
ing to the so-called "DC implosion" of 1978, a
bleak time characterized by slumping comics sales
and the cancellation of a multitude of DC titles (the
aborted sixth issue of Firestorm was published in
1978 under the title Canceled Comics Cavalcade
#1). Firestorm was subsequently relegated to
guest-star status in such series as DC Comics Pre-
sents, Justice League of America, Flash, and The
Brave and the Bold. Four years later, the burgeoning
comics specialty shop (or direct-sales) market had
significantly increased sales across the comics
industry, allowing The Fury of Firestorm, the Nuclear
Man to flourish as a monthly series. Initially written
by Conway with pencils by Pat Broderick, this comic
(whose title was shortened in 1987 to Firestorm,
the Nuclear Man with issue #65) lasted until its one
hundredth issue (1990), demonstrating a longevity
that is remarkable in modern superhero comics.
During this run, Firestorm becomes a key member
of the Justice League of America and fights such
adversaries as Black Bison (a superpowered Native
American), Killer Frost (a cold-themed Justice
League villain with the ability to freeze her ene-
mies), the Pied Piper (based on the fairy tale), the
explosive Plastique, a foul-weather foe called the
Typhoon, the nuclear-powered Soviet superhero
Pozhar, and even Jack Kirby's nigh-omnipotent con-
queror Darkseid.
Under the creative tenure of writer John Ostran-
der and such artists as Joe Brozowski, J. J. Birch,
Ross Andru, and Tom Mandrake, Firestorm (with
Stein, now an aware and willing participant in
Firestorm's trifold existence, suffering from an inop-
erable, radiation-induced brain tumor) attempts to
disarm the Soviet Union to bring about world peace;
this leads to a clash with the Russian hero Pozhar
(Mikail Denisovitch Arkadin, who gained his powers
during the nuclear mishap at Chernobyl, is intro-
duced in Fury of Firestorm #63, 1987), bringing on a
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The Flash
"mental attack" that splits Firestorm into his two
component entities. Caught in a subsequent nuclear
explosion with Arkadin, Raymond becomes melded
with the Russian (Firestorm Annual #5, 1987). This
re-fusion yields a second, all-new Firestorm who
resembles an incendiary god out of myth more than
a traditional spandex-clad superhero. The revamped
champion also has his own independent personality
(based upon Stein's), into which Raymond and
Pozhar are submerged as Firestorm takes his place
among the pantheon of Earth's elemental protec-
tors. He also becomes aware for the first time of his
status as a divinely selected fire elemental and
becomes increasingly distant from other super-
heroes; protecting the environment is now his prima-
ry focus. Firestorm's new persona is cold and analyt-
ical at first, gradually learning over time to trust his
developing emotions and "go with his gut" during cri-
sis situations. Despite these radical changes and
new priorities, Firestorm never hesitates to assist
any human being in distress.
Cured of his brain tumor years later, Stein
helps the Raymond-Arkadin Firestorm fight an atom-
ic villain named Brimstone, who tries to use the
sun's energies to incinerate Earth. During the battle
Firestorm is split into his constituent parts (Ray-
mond and Pozhar), and Stein is caught in a nuclear
blast that transforms him into another Firestorm —
all by himself, as the Earth goddess had intended
all along. The reborn Firestorm ultimately uses a
black hole to defeat Brimstone after a fierce con-
tretemps on the surface of the sun itself.
Stein/Firestorm then becomes the Universal Fire
Elemental, which amounts almost to an ascension
to godhood, and leaves Earth behind entirely for
cosmic parts unknown.
Bereft of his nuclear powers, the earthbound
Raymond retains enough of his superheroic good
looks to garner some success as a male model.
Unfortunately, Raymond also develops a drinking
problem (a result of the years of stress that
Firestorm had inflicted upon Raymond and his family,
and a common plight of heroes' alter egos) and dis-
covers that his days of nuclear derring-do have left
him with a nasty surprise — a rare type of leukemia,
echoing Stein's earlier brain tumor. Raymond's illness
forces him to seek the help of his old Justice League
associates (Extreme Justice #1, 1995), which leads
to the discovery that Firestorm's powers still lay dor-
mant within his cells. Stein eventually returns to
Earth, using his fire elemental powers to reignite Ray-
mond's slumbering abilities, thereby eliminating his
cancer and allowing Raymond to return to super-
heroics (and Justice League reserve status) in
Firestorm's original form (appearing more or less as
he did in his 1978 debut, while Stein returns to
space as a fire elemental). Raymond's alcoholism
remains a persistent problem, however, giving the
nuclear-powered hero an enduring human dimension.
Another difficulty he faces is learning how to use his
powers without access to Stein's scientific expertise.
To make up for this lack, Raymond calls on superhero
colleagues such as Oracle for advice (JLA #40,
2000), and enrolls as a physics student at Ivy Univer-
sity, where he is tutored in the mysteries of nuclear
science by Ray Palmer, who leads a double life as the
Atom (Day of Judgment miniseries, 1999).
Though the early years of the new millennium
found Firestorm still dispossessed of a series to call
his own, the nuclear man continued to appear as
what his crime-fighting confrere Batman described
as a "heavy hitter" in the current Justice League
series (JLA, which debuted in 1997), in which writer
Joe Kelly hinted that Firestorm may have once again
evolved multiple personalities (JLA #71, 2002). His
future seemed as ambiguous as the real-world
prospects of atomic energy, but in spring of 2004
the nuclear man regained his monthly marquee sta-
tus in an ongoing solo series. — MAM
the flash
In an industry characterized by almost constant
change, it is reassuring that the Flash has stayed
true to his comics roots, even through his three dif-
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The Flash
ferent incarnations. The first version of the character
was as DC Comics' fifth superhero (tying with Hawk-
man for the honor) and as the first super-speedster
in comics history — though of course Superman was
also rather quick on his feet. The Flash's origin in
Flash Comics #1 (January 1940) recounts how stu-
dent Jay Garrick is experimenting one night in the
lab at Midwestern University when he is overcome by
hard-water fumes and passes out. Reawakening
weeks later, he finds that he can move incredibly
fast and is even able to pluck a bullet out of the air.
("Swifter than the speed of light itself — faster than a
bolt of lightening in the sky — is the Flash!) In an
unusual display of self-aggrandizement, his first
action is to play in the college football team, single-
handedly winning the game and impressing the
socks off his girlfriend, Joan Williams.
The strip's creator, writer Gardner Fox, was
inspired by Mercury, the Roman god of speed, and
the Flash shared Mercury's winged helmet and
boots, combined with a red shirt and blue slacks
ensemble, topped off with a lightning-bolt insignia
on his chest. For its first few years, the strip was
rather lighthearted in tone, reflected in the cartoony
art of Harry Lampert and Everett E. Hibbard and
adventures that pitted America's beloved hero
against witches and fairies. He also acquired some
bumbling assistants — the Three Stooges-inspired
Winky, Blinky, and Noddy — who eventually got their
own strip in All-Amehcan Comics.
After World War II, the Flash's more comedic
elements were downplayed by new editor Julius
Schwartz, who, along with writers John Broome and
Robert Kanigher, introduced a colorful lineup of
supervillains into the strip. These included the Rag-
doll, the Thinker, Star Sapphire, the Fiddler, and the
flirtatious Thorn (who was deemed too suggestive
by DCs management and promptly banished from
the feature). Visually, too, the introduction of
dynamic young artists Carmine Infantino and Joe
Kubert ensured that the strip was one of the most
attractive of the Golden Age (1938-1954). The
powerful simplicity of the Flash's powers — what kid
The Flash #145 © 1964 DC Comics.
COVER ART BY CARMINE INFANTINO AND MURPHY ANDERSON.
wouldn't want to be the fastest runner in his
school, for instance? — made him one of DCs top
sellers. In addition to Flash Comics, he was also
featured in All-Flash Comics, Comic Cavalcade, and,
as a member of the Justice Society, All Star
Comics, making almost 200 appearances altogeth-
er. Only Superman, Batman, and Wonder Woman
made more appearances than the Scarlet Speed-
ster, as he was nicknamed.
Jay Garrick's last Golden Age adventure was in
All Star Comics #57 in 1951, but a little more than
five years later a new Flash hit the newsstands in
what was to be one of the pivotal moments in
comics history. Showcase #4 (September-October
1956) introduced police scientist Barry Allen, who
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The Flash
suddenly acquired superspeed powers when a light-
ning bolt hit his chemical cabinet, drenching him
with a cocktail of chemicals. Inspired by an old copy
of Flash Comics, Allen made himself a red, rubber-
ized costume that could compress itself into a
chamber in his ring, and suddenly a new Flash was
born. Like Spider-Man's alter ego Peter Parker to
come, Allen exemplified the very human faux pas of
real life outside of a costume: As the Fastest Man
Alive, he could run faster than the speed of light,
but as Barry Allen he could never show up for a
date on time. After the postwar collapse of the
genre, there had been the occasional attempt to
revive the superhero concept, but the Flash was the
first revival that actually worked, and its success
single-handedly inspired the Silver Age comics
boom (1956-1969).
The team behind the new Flash included the
same people who had worked on him before:
Schwartz, Kanigher, Broome, and Infantino; all had
matured and improved, especially artist Infantino,
who brought a sleek sophistication to the strip. After
four issues of Showcase, the Flash was given his
own comic in 1959, resuming numbering at #105 —
the point at which the previous Flash Comics had
been canceled. Barry Allen and Jay Garrick shared
several common features: they were both scientists,
both had girlfriends who knew their secret identities
(though Barry kept his girlfriend Iris West guessing
for several years), and both were laid-back, mature,
almost fatherly figures. As before, the new Flash
strip cleverly sustained the lighthearted tone of its
stories, mixing humor with adventure in a way that
was quite unique for the time.
Again like the Golden Age Flash, the new strip
featured villains by the score, more so in fact than
just about any other superhero comic. Over three
decades, the Flash pitted his wits and his fists
against the likes of Mirror Master, Super-Gorilla
Grodd, Professor Zoom, the Pied Piper, Weather Wiz-
ard, the Top, Captain Boomerang, Abra Kadabra, the
Trickster, and Captain Cold. In fact, where most sto-
ries embraced "relevance" in the 1970s or became
dark and violent in the 1980s, the Flash remained for
the most part the same. Similarly, he had a remark-
ably stable creative team: Infantino drew the strip
until 1968 and then returned in the early 1980s,
while Irv Novick drew most of the other issues;
Broome and Kanigher were replaced by Cary Bates,
who then wrote the comic for more than ten years.
While Barry Allen and Iris West never actually had
any children (they were married in 1966), the strip nev-
ertheless acquired its own family of sorts. The first
arrival was Wally West, Iris' kid brother, who was award-
ed his own superspeed powers in Flash #110, in a
repeat of the original accident while he was visiting
Barry in his lab. He thus became Kid Flash and accom-
panied the Flash on numerous adventures, before later
going on to join the Teen Titans. Ralph Dibny, the Elon-
gated Man, introduced himself two issues later and
teamed up with the Flash on many occasions, as did
the Green Lantern and a long-lost friend: Jay Garrick,
the original Flash. Garrick re-entered the comics world
in Rash #123, ten years after his last appearance in
print. The popularity of that issue led to the gradual
reintroduction of many other Golden Age heroes,
including the Justice Society of America. From 1976
on, Garrick has been a stalwart of numerous Justice
Society comics and crossovers, and remains a trea-
sured star of the DC universe — which is more than can
be said for Barry Allen.
The 1970s were a hard time for a lot of DCs
Silver Age warriors and, although the Flash weath-
ered the storm, as the years went by his world
began to crumble away. First, his beloved Iris was
murdered by Professor Zoom, who in turn was later
killed by the Flash, leading to years on the run and
a tumultuous court case. In 1985, his comic was
canceled (with issue #350) and finally, in the Crisis
on Infinite Earths miniseries, poor old Barry died
trying to save the planet. At this point, DC decided
to let the sidekick take over — to date the only time
this has happened — and in 1987 Wally West, Kid
Flash, became the one and only Flash.
West was a different, edgier, and more youthful
Flash; he shared none of his mentor's modesty and
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Funny Animal Heroes
reticence. He was brash, bold, and somewhat self-
centered — the perfect hero for the 1980s, in fact.
West was not as quick as Allen and needed to con-
sume vast quantities of food to keep going, but
luckily money was not a problem, since he had won
the lottery. While initially trying to steer things away
from the old Flash, the comic's various writers,
including William Messner-Loebs and Mark Waid,
soon found themselves bringing back the old vil-
lains one by one, proving that what worked in the
1960s could work just as well in the 1990s.
The new decade also brought with it an entirely
unexpected development: The Flash television show
that ran for twenty-two episodes on CBS in the
1990-1991 season. John Wesley Shipp made a
charismatic Flash and Amanda Pays, who portrayed
Dr. Christina McGee, a convincing pseudo love inter-
est who knew about the Flash's secret identity. With
story editors from the comics industry (Howard
Chaykin and John Francis Moore), a budget of $1 mil-
lion for each hour-long episode, and unprecedented
special-effects techniques, The Flash redefined the
way that superheroes had previously been portrayed
on television. Critics cite the poor time slot (opposite
NBC's The Cosby Show and Fox's The Simpsons) as
the reason for the show's brief lifespan.
Today's Wally West has surrounded himself
with his own cast of thousands, including interdi-
mensional pal Chunk and Asian journalist (and
future wife) Linda. For the most part, however, his
companions are fellow speedsters, such as Johnny
Quick, Jessie Quick, Jon Fox (the Flash of the twen-
ty-seventh century), and the "Zen master of speed,"
Max Mercury. The most significant hanger-on has
proved to be Impulse (introduced in Flash vol. 2
#92), a hyperactive speed demon from the thirtieth
century, sent back in time to counteract a fatal
super-aging disease and to learn how to "chill out"
with the help of Max Mercury.
The hyperkinetic Impulse struck a chord with
fans and was soon granted his own comic
(1995-2002) and a starring role in the Young Jus-
tice group (1998-2003), though perhaps his endur-
ing legacy will be as one of the first major DC char-
acters drawn in a manga-inspired style. Impulse
may not have had real staying power, but the Flash
seems likely to run and run. West has been a long-
time member of the Justice League, just as Jay Gar-
rick continues as a mainstay of the Justice Society,
and it seems likely that fans will continue to be cap-
tivated by the fastest man (or men) for years to
come. — DAR
Funny
Animal Heroes
It's a dog-eat-cat world in the land of animated car-
toons. Endangered by falling anvils and ubiquitous
dynamite, as well as ravenous predatory toons
loony for a meal of a weaker species, anthropomor-
phic animals need their superheroes, too.
The first big cheese was Mighty Mouse, origi-
nating as "Super Mouse" in the theatrical short The
Mouse of Tomorrow (1942). If Terrytoons animator
"Izzy" Klein had his way, this diminutive dynamo
would have been "Super Fly." Head honcho Paul
Terry, seeing dollar signs in a merger of Mickey
Mouse and Superman, appropriated and altered
Klein's idea, little realizing that Standard Comics
had just beaten him to the punch with its own
Supermouse (whose comics ran until 1958), lead-
ing Terry to change his character's name. Bursting
into action by singing an operatic strain of "Here I
Come to Save the Day," Mighty Mouse rescued his
sweetie Pearl Pureheart or other random rodents
from the clutches of a cagey cat named Oil Can
Harry through decades of cartoons and comic
books published by St. Johns, Pines, Dell, and Gold
Key Comics. He was a staple of Saturday morning
television for many years, including CBS's Mighty
Mouse: The New Adventures, Ralph Bakshi's sub-
versive 1987 interpretation, peppered with double-
TH£ SUPBBHeiZO BOOK
**t
Funny Animal Heroes
Super Mouse from Super Mouse #14 © 1951 Standard Comics.
entendres that flew over the heads of children — but
not their parents. Watchdog groups incensed over a
flower-sniffing sequence that allegedly mimicked
cocaine use lobbied Bakshi's Mouse off the air.
Hoppy the Marvel Bunny, a Bugs Bunny/Cap-
tain Marvel amalgamation, bounced into Fawcett
Comics in 1942. Two different Super Rabbits pre-
miered in 1943: the first, an original character
published by Marvel Comics and the second, a
Superman parody in a classic Bugs Bunny short.
DC Comics' McSnurtle the Turtle, the slow-as-
molasses alter ego of the Terrific Whatzit, a
funny-animal version of DCs own speedster the
Flash, bowed in 1944. From the ashes of the
post-World War II atomic age rose Charlton
Comics' Atomic Mouse in 1953, joined by spin-
fl*
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Funny Animal Heroes
offs Atom the Cat and Atomic Rabbit. Cartoonist
Henry Boltinoff's Super Turtle, a half-page humor
strip, appeared in the 1950s and 1960s as filler
in many of DCs titles.
Funny-animal heroes arrived on the budding
medium of television in 1948 in the form of Cru-
sader Rabbit. This low-budget series starred a
clever bunny hero and his lumbering, dim-bulb
buddy Rags the Tiger in narrated comical capers
with cliff-hanger endings. Sound familiar? Co-cre-
ator Jay Ward later recycled this concept with Rocky
and Bullwinkle. In the 1960s, the boob tube
became a super zoo: Quick Draw McGraw paraded
about as the Zorro clone El Kabong, and Bob Kane,
the father of Batman, parodied his own creation
with Courageous Cat and Minute Mouse. "Humble
and loveable" Shoeshine Boy popped power pills to
change into Underdog (1964), spending his series
rescuing the demure Polly Purebread; Hyram Fly
slipped on his "supersonic glasses" to become
lightening-fast hero Fearless Fly on the Milton the
Monster Show (1965); Hanna-Barbera's invincible
insect Atom Ant debuted in 1965; Batfink (1966)
featured a steel-winged rodent with a sidekick
named Karate; and Ward's wacky George of the
Jungle featured Super Chicken (1967), whose pow-
ers came from guzzling a concoction called "Super
Sauce." More toon titans would follow, including
Hong Kong Phooey (1974), Danger Mouse (1981),
and Darkwing Duck (1991).
A new crop of caped critters continued to fill
comic-book pages through the latter twentieth centu-
ry. Underground comics artist Gilbert Shelton creat-
ed Wonder Warthog in 1962, and in 1965 Disney's
Goofy donned a blue cape and red long Johns as
Super Goof, a stint that lasted almost twenty years.
Howard the Duck became "trapped in a world he
never made" (the Marvel Comics universe) in 1973,
enjoying several years of popularity and a 1976 bid
for the U.S. presidency before becoming mired in
the oil slick of George Lucas' 1986 live-action film
adaptation. (To avenge an earlier indignity, Howard
creator Steve Gerber teamed with comics-art legend
Jack Kirby for Destroyer Duck [1982-1984], a farci-
cal allegory of— and fundraiser for — Gerber's court
battle to retain ownership of Howard.) DCs Captain
Carrot and His Amazing Zoo Crew, a funny-animal
superfeam, launched in 1982 and Marvel's porcine
version of Spider-Man — Peter Porker, the Spectacu-
lar Spider-Ham — wallowed into comics in 1983.
Stan Sakai's samurai "rabbit bodyguard" Usagi
Yojimbo got his start in 1985, and occasionally
appears today. But no funny-animal heroes in recent
memory have scored a larger success than the
Teenage Mutant Ninja Turtles. Premiering in 1984 as
a black-and-white comic, these "Heroes in a Half
Shell" quickly blasted into a mega-media empire,
including television animation, a live-action movie
franchise, and a line of action figures. After a period
of dormancy, the Turtles returned to the TV screen
and toy shelves in 2003. — ME
TH£ SUPBBHeiZO BOOK
**3
Gay Heroes: See Northstar
Gen 13
Often seen as the slacker heroes of the WildStorm
universe, Gen 13 are a group of teenage super-
heroes who have Gen-Active powers. Created in the
Project Genesis program, a part of the secret gov-
ernment group known as International Operations
(I.O.), the teens escape an uncertain future to live
as a surrogate family for each other, all while fight-
ing aliens and criminals such as Ivana, the Keep-
ers, Bliss, and Threshold. The Gen 13 team is men-
tored by an ex-operative for the government, John
Lynch, a man with mysterious powers and a shady
past. The team lives at his La Jolla, California,
home, where he has an android maid named Anna.
Eventually, Lynch is revealed as team member
Burnout's father. Others in the group include
Fairchild, Rainmaker, Freefall, and Grunge.
Fairchild is Caitlin Fairchild, a very tall college
student who developed superstrength and an
extremely dense body while at Project Genesis.
After she helped the others escape, Fairchild
became the de facto leader of the group. The Ama-
zon-like Fairchild is rarely able to stay dressed, as
her clothes are constantly being shredded,
vaporized, or otherwise destroyed.
Burnout is Bobby Lane, a sullen high-schooler
who is inducted into Project Genesis, gaining the
power to generate heat and plasma fire blasts, and
to fly. Sarah Rainmaker uses her last name as her
code name, and is an Apache who first discovered
her powers while on the San Carlos Reservation.
Rainmaker is able to fly and control the weather, and
uses ampli-bands on her forearms to direct lightning
strikes at her opponents. She is openly bisexual.
Freefall is Roxanne Spaulding, a girl who tries
to cultivate a "bad girl" image, and who is romanti-
cally linked with Grunge. She has the power to levi-
tate herself or almost any mass, negating gravity.
Grunge is Percival Edmund "Eddy" Chang, a muscu-
lar, immature youngster with a taste for skate-
boards, surfing, pizza, tattoos, and women. Although
stronger than average humans, he has the ability to
assimilate properties from anything he touches —
steel, water, concrete — and become a living version
of that property. He is sometimes able to transform
into other people as well, has a photographic memo-
ry, and knows multiple forms of the martial arts. His
roving eye for romance doesn't sit well with Freefall.
Fairchild, Burnout, and Freefall first appeared in
Deathmate #2 (a.k.a. Deathmate Black, September
TH£ SUPBBHeiZO BOOK
**s
Gen 13
Genl3: Ordinary Heroes #1 © 1996 Jim Lee/WildStorm
Productions.
COVER ART BY ADAM HUGHES.
1993) an inter-company crossover between Image
Comics and Valiant Comics. Rainmaker appeared in
Stormwatch #8 (1994), while Grunge made his
debut in Gen 13 #1 (February 1994), the first of a
five-issue miniseries from Image imprint WildStorm.
Drawn by fan favorites J. Scott Campbell and Jim
Lee, and written by Brandon Choi, Gen 13 was given
a regular series starting in March 1995, and a sec-
ond series, Gen 13 Bootleg, ran twenty issues plus
an annual from November 1996 to July 1998. The
series were very popular not only because of the
kinetic art and humorous stories, but also because
the book was laden with cheesecake and beefcake;
the hormones of the characters rivaled any soap
opera stud or vixen, and thongs and shorts seemed
acceptable crime-fighting apparel.
In addition to the two regular Gen 13 series,
there were almost twenty one-shot issues and
almost as many miniseries. Gen 13 became one of
the hottest properties for WildStorm, leading to
crossover stories with Fantastic Four and Genera-
tion X (Marvel), Monkeyman & O'Brien (Dark Horse),
Superman (DC), and The Maxx (Image). A planned
and partially completed crossover with Batman (DC)
never appeared. Spin-offs such as Gen 12 and Gen-
Active also appeared. Besides spin-offs, Gen 13
was infamous not just for its cheesecake covers,
but also for its alternate ones; issue #1 of the sec-
ond series would have fifteen different covers total,
and it wasn't rare for other issues to have at last
one alternate cover and sometimes more.
When WildStorm Studios was bought by DC
Comics in 1999, Gen 13 moved under the DC/Wild-
Storm publishing umbrella with issue #37 (1999).
The popularity of the series began to wane — critics
often blamed overexposure — and Gen 13 was final-
ly canceled with issue #77 (July 2002). In that final
issue, it appeared that the original teen heroes
were dead.
Gen 13 was relaunched with issue #0 (Sep-
tember 2002), written by past X-Men author Chris
Claremont. Several new multicultural teens showed
up to fight evil — Dylan York, Ethan York, Gwen Mat-
sura, Ja'nelle Moorhead, Hamza Rashad — with
some of them having gotten their Gen-Active powers
from the mysterious Herod. The new team faced vil-
lains such as the Triad, Purple Haze, Chrome, and
G-Nome. Predictably, Caitlin Fairchild returned, sig-
naling the eventual return of her other previous
teammates. By the time the series ended again,
the original Gen 13 team was reinstated. The final
issue was #16 (February 2004).
Comics were not the only place that Gen 13
were seen. Assorted action figures and models have
been released, as well as three novels. In 1998, an
eighty-minute Gen 13 animated feature film was writ-
fl*
TH£ SUPBBHeiZO BOOK
Ghost Rider
ten and directed by Kevin Altieri. An all-star cast
recorded voices, including Alicia Witt (Fairchild), John
de Lancie (Colonel Lynch), Elizabeth Daily (Freefall),
musician Flea (Grunge), Mark Hamill (Threshold),
and Cloris Leachman (Helga). The PG-13-rated film
was never released in the United States by Holly-
wood Pictures (an arm of Disney), though it was
shown at some comic-book conventions, and
released direct-to-video in England, Australia, Ger-
many, Hungary, Iceland, Brazil, and other countries. A
live-action Gen 13 film, slated to be produced by
Courtney Solomon, went through several script
drafts before being mothballed at Disney. — AM
Ghost Wcfer
After the enormous superhero boom of the 1960s,
the following decade was characterized by a big
upswing in horror comics. Marvel Comics respond-
ed to this demand with a major line of horror sto-
ries, adopting the same sort of continuity and char-
acterization that had made their superhero stories
so successful. Only rarely, however, did they com-
bine the two genres to create horror superheroes;
Morbius the Living Vampire was their first attempt,
although he started life as an out-and-out villain,
while the Son of Satan was, despite his name, a
genuine hero. However, it was the Ghost Rider who
would prove to be by far the most popular of this
type of specialty character.
The first Ghost Rider was a macabre Western
lawman from the 1950s, inspired by the hit Vaughn
Monroe song, "Ghost Riders in the Sky." Despite that
character having been created by a rival company
(M.E.), Marvel revived the comic in the 1960s, but it
was not a great success. Somehow, however, the
name still hung around. In 1972, editor Roy Thomas
decided to use it for a bike-riding hero that he had
been thinking up and, with artist Mike Ploog in tow,
the new Ghost Rider was born. With his sleek blue
leather costume, custom-built chopper, and blazing
skull for a head (Ploog's idea), he was one of the
Ghost Rider #4 © 1974 Marvel Comics.
COVER ART BY GIL KANE AND FRANK GIACOIA.
most visually arresting characters in comics — though
Ploog apparently only signed up for the project think-
ing that it was going to be a Western strip!
The new Ghost Rider was Johnny Blaze, who
had been raised since the death of his father by
Crash Simpson, a daredevil stunt rider in the circus
(as Blaze's father had been). Over the years, Blaze,
too, learned to be an expert motorcyclist, but his
life changed when he found out that Crash was
dying of an incurable disease. Naturally, this being
the 1970s, Blaze sold his soul to the devil, though
at the last minute his half-sister stepped in and at
least partially prevented the spell from working. The
result was that, as night fell, Johnny Blaze became
TH£ SUPBBHeiZO BOOK
**r
Golden Age of Superheroes (1938-1954)
a living skeleton, possessed with the power of hell-
fire, which he used to battle evil, faced with the
dread prospect that he, too, could go over to the
dark side at anytime.
Soon, leaving the circus behind, he moved to
Hollywood and briefly spent time (with former mem-
bers of the X-Men) in a superhero team called the
Champions, before hitting the road as a drifter.
Along with most of Marvel's horror stars, Ghost
Rider fought all types of grade-Z villains, including
his nemesis the Orb, a motorcycling goon who wore
a giant eyeball helmet. After a short run in Marvel
Spotlight, the Rider was given his own title in 1973,
but by then Ploog had left. By most measures, Ghost
Rider was rarely one of Marvel's better-crafted
comics, but somehow it outlasted all the other hor-
ror books to run for an incredible ten years. If noth-
ing else, it showed the potency of the horror/super-
hero/easy rider hybrid and just how far you can go
with a character of truly startling appearance.
As the 1980s turned away from horror, Johnny
Blaze more or less vanished from sight. Then, out
of the blue, in 1990 a new Ghost Rider comic
appeared with a new star. This incarnation was
teenager Danny Ketch, who happened upon the
Ghost Rider's motorcycle in a graveyard and was
transformed into another flaming-skulled hero.
Much as before, this Rider was soon enjoying enor-
mous popularity and quickly became very much one
of the hot characters of the 1990s. The combina-
tion of crunching action and the ultimate in teenage
alienation (forget acne, imagine how you would feel
if you suddenly became a fiery skeleton!) clearly
struck a chord with fans.
It was not long before Johnny Blaze himself
returned, this time simply called Blaze, and soon
both he and Ketch were co-headlining in a second
Ghost Rider comic called Spirits of Vengeance. That
was followed by another spin-off, Ghost Rider 2099,
which starred a futuristic, computer-enhanced ver-
sion of the hero, potently mixing science fiction and
horror. For a while, Ketch and his fellow bikers were
everywhere — in spin-offs and one-shots, and guest-
tffi
starring with classic superheroes such as Captain
America, Wolverine, and the Punisher. Sometimes,
however, you can have too much of a good thing,
and this overexposure disheartened fans and even-
tually led to the comic's cancellation in 1998. A
brief comeback in 2001 led to serious discussions
regarding Ghost Riderthe film, due to start shoot-
ing in 2004, directed by Mark Steven Johnson
(Daredevil) and starring Nicolas Cage as Johnny
Blaze/Ghost Rider. The endurance of the hero in his
various incarnations only shows that each genera-
tion of readers needs to have its own Ghost Rider,
so fans eagerly await the next time he will ride
again. — DAR
Golden Age
of Superheroes
0938-195$)
In the view of many, the superhero and the comic
book are interchangeable, but historically, the comic
book came first.
TH£ FIJ2ST COMIC BOOKS
Collections of newspaper comic strips and car-
toons had been published as early as the late nine-
teenth century, printed on low-grade pulp paper in a
variety of sizes and generally distributed as promo-
tional items. The characters featured in these edi-
tions — The Yellow Kid and The Katzenjammer Kids
were among the more popular early features — were
almost entirely comical, earning the nicknames "the
funnies" or "funny papers" (which ultimately morphed
into "funny books," a moniker vehemently loathed by
many superhero readers and collectors). An anthology
of Sunday newspaper strips, Famous Funnies #1,
debuted as a monthly periodical in May 1934, and is
acknowledged as the precursor to the conventional
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Golden Age of Superheroes (1938-1954)
comic book (although this series was preceded a year
earlier by two similarly formatted one-shots, Funnies
on Parade and A Carnival of Comics).
Pulp magazines catered to readers craving
adventure and thrills. The "pulps," collections of
prose short stories published on pulp paper with an
illustrated (usually painted) cover image, emerged
in the early twentieth century and grew to tremen-
dous popularity, particularly in the 1920s through
the 1940s. From anthologies like Weird Talesio
solo titles featuring mysterious heroes like The
Shadow (whose pulp series lasted an astounding
326 issues from 1931 to 1949), the pulps offered
breathtaking action and chilling suspense.
It was only a matter of time before these two
modes of popular culture converged. Major Malcolm
Wheeler-Nicholson, a retired soldier and author of
pulp stories in the late 1920s and early 1930s,
started his own publishing house in 1935 — Nation-
al Allied Publications — and in February of that year
released New Fun #1, the first comic-book series
exclusively consisting of new material; in this case,
comic strips. Adventure-oriented comics with new
material followed, most notably Detective Comics
#1, released in March 1937 by Nicholson and his
new partners, Harry Donenfeld and Jack Liebowitz,
who had previously run Detective Comics, Inc. and
then soon bought out Nicholson's interest in his
own company, renaming it National Comics — even
though it was (and still is) commonly called DC.
TH£ COMING
OF TH£ SUPZPHZPO
DC Comics introduced the first costumed super-
hero, Superman, in Action Comics #1 (June 1938).
The creation of writer Jerry Siegel and artist Joe
Shuster, Superman had unsuccessfully been market-
ed to newspaper syndicates as a daily strip. Although
Superman was chosen by television network VH1 as
the second most recognizable figure in its 2003
"200 Greatest Pop Culture Icons" poll, DC took an
enormous risk in 1938 by publishing the untried
character, given the depressed economic climate of
the day. DCs Donenfeld suspected that the concept
would quickly perish: "He felt nobody would believe
it, that it was ridiculous — crazy," Sheldon Mayer, a for-
mer DC editor and artist, once revealed. Siegel and
Shuster's unwavering faith in their superpowered
champion never faltered, and readers of the day reci-
procated the creators' enthusiasm: Action #1 sold
phenomenally well; with subsequent issues its circu-
lation figures were boosted to meet reader demand.
Superman, the first superhero, was a hit.
At the time, however, Superman was not
labeled or marketed as a "superhero," even though
he perfectly personified the term as it is defined by
many comic-book scholars today: a heroic character
with an altruistic mission who possesses superpow-
ers, wears a defining costume, and functions in the
"real world" in his or her alter ego. According to
author Mike Benton, in his book Superhero Comics
of the Golden Age: The Illustrated History (1992),
"Although the term 'superhero' was used as early
as 1917 to describe a public figure of great talents
or accomplishments, the early comic book heroes
of the 1940s were usually referred to by their cre-
ators as 'costumed characters' or as 'long-under-
wear' or 'union-suit heroes.'" Nonetheless, the
superhero had been established, and was about to
be cultivated.
IN BUPSPMAN'S FOOTSTEPS
Encouraged by Superman's success, DC intro-
duced the Crimson Avenger in Detective #20 (Octo-
ber 1938), the Sandman in New York World's Fair
Comics #1 (April 1939), and Batman in Detective
#27 (May 1939), and published Superman #1, spin-
ning off the "Man of Steel" into his own solo series,
in the summer of 1939.
Victor Fox was an accountant for DC Comics
who knew a good thing when he saw it. After wit-
nessing the profits generated by Superman in
Action, Fox quit his day job and started his own pub-
lishing company, Fox Features Syndicate. The overly
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**9
Golden Age of Superheroes (1938-1954)
ambitious Fox was sued by his former employer
upon the May 1939 release of Wonder Comics #1,
which featured "the daring, superhuman exploits"
of Wonderman, a superpowered character too close
to Superman for DCs comfort. Wonderman did not
return for a second appearance, but Fox continued
to publish comics, introducing the Flame, the Green
Mask, and the Blue Beetle.
Entrepreneurs other than Fox also took notice
of the success of Superman, and comic-book pub-
lishers — from talented visionaries to fly-by-night
shysters — sprouted up instantly, with a flood of new
"long-underwear heroes" spilling forth, including Lev
Gleason Publications' Silver Streak; Quality Comics
Group's Doll Man; Brookwood Publications' Shock
Gibson; Centaur Publications' Amazing-Man, the
Archer, the Iron Skull, and the Fantom of the Fair;
and MU Publications' the Wizard.
A publisher that would later become DCs chief
competitor entered the field in November 1939:
Timely Comics. Its first superheroes — the Human
Torch, the Sub-Mariner, and the Angel — premiered
that month in an anthology that bore the eventual
name of the company: Marvel Comics #1.
Comic books were the perfect entertainment
form for the Depression: Their heroic, larger-than-
life characters stirred the demoralized masses, and
the very format of the magazines themselves — usu-
ally sixty-four pages of original material for a mere
dime — was a bargain during those times of eco-
nomic hardship.
THE SUPeBHZZO SXPLOSTON
The years 1940 and 1941 heralded an eruption
of new comic-book superheroes. Included among
their legion: DCs the Flash, Hawkman, the Spectre,
Hourman, Dr. Fate, Green Lantern, the Atom, Star-
man, Green Arrow, and Aquaman; radio stars the
Green Hornet, the Shadow, and Captain Midnight;
Fawcett Publications' Spy Smasher, Bulletman, Ibis
the Invincible, and the "World's Mightiest Mortal,"
Captain Marvel; plus Cat-Man, Blue Bolt, Sub-Zero
Man, the Black Terror, Hydroman, the Black Owl, the
Ray, Plastic Man, Midnight, the Human Bomb, Magno
(the Magnetic Man), Daredevil, the Black Hood, the
Comet, and the Spirit (who starred in a comic sup-
plement appearing in newspapers).
Superhero sub-genres quickly arose. There
were the sidekicks, pre-teen or teenage junior
superheroes who worked alongside their adult men-
tors. Starting this trend was Robin the Boy Wonder,
"the sensational character find of 1940," first seen
in Detective #38. Robin was introduced by Batman
creator Bob Kane as a gateway for young readers to
live vicariously "inside" the hero's adventures, and
as a means to soften the rather gruesome tone of
Batman's first year of publication, in which the char-
acter, originally more anti-hero than superhero,
hurled mobsters off of rooftops. The concept of the
superhero sidekick was yet another first for DC
Comics, and another success. More kid heroes fol-
lowed, like Toro, Captain Marvel Jr., Speedy, Davey,
and Roy the Superboy. Superheroines began to
appear in the man's world of superheroics: Wonder
Woman, the Woman in Red, Phantom Lady, Lady
Luck, and Black Cat were among the first. These
two sub-genres dovetailed with the introduction of
female sidekicks to superheroes, such as Flame
Girl, Bulletgirl, Hawkgirl, Mary Marvel, and Cat-Man's
partner Kitten. And in the winter of 1940, the
superteam was born, as the Flash, Green Lantern,
Hawkman, and other DC superheroes joined forces
as the Justice Society of America.
These early superheroes (except for Timely's
anti-hero, the erratic Sub-Mariner, and its flaming
android, the Torch) had secret identities; they
obtained superpowers through bizarre, often scien-
tifically based occurrences, or through acquisition
of power-inducing devices; they hid their actual iden-
tities behind a mask, a costume, and, often, a
cape; they adopted a flamboyant appellation; they
engaged in bizarre or outlandish escapades; and
they dedicated their lives and their abilities to fight-
ing crime. Or to fighting Nazis.
#0
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Golden Age of Superheroes (1938-1954)
suPBPHepoes help fight
WOPIP WAP IX
"As World War II spread across Europe in the
late 1930s, comic books began to take notice,"
commented author Ron Goulart in Comic Book Cul-
ture (2000). Superman, a symbol of American patri-
otism in his blue-and-red uniform, fought tyrants
and dictators, and apprehended both Adolf Hitler
and Joseph Stalin in a special comic prepared in
1940 for Look magazine — not surprising since the
Man of Steel was called "the champion of the
oppressed" in his Action #1 debut. Captain Marvel
and other superheroes also clobbered Nazi and
Japanese soldiers on the covers of their comics,
even before the December 1941 bombing of Pearl
Harbor brought the United States into the conflict.
It was ML) Publications — the company that
would later be known as Archie Comics — that creat-
ed the first specifically patriotic superhero: the
Shield, in Pep Comics #1 (January 1940), a red-
white-and-blue-garbed crime fighter who used his
superpowers, obtained from a secret formula, to
protect American soil from enemy saboteurs and
spies. The best-known patriotic superhero pre-
miered in March 1941: Timely (Marvel)'s Captain
America. "Cap," originally a weakling intensely loyal
to his country, took a government-invented "super
soldier serum" to permanently transform into the
superhero who remains in print as a terrorist-buster
in the post-September 11 world of the 2000s. The
Shield and Captain America were merely two of a
contingent of starred-and-striped heroes who
appeared prior to and after America's entering the
war: Miss Victory, U.S. Jones, the Star-Spangled Kid
and Stripesy (a kid hero with an adult sidekick), Pat
Patriot, Captain Victory, the Fighting Yank, Captain
Flag, and Minute-Man (the One Man Army) were just
some of the superpatriots of the World War II era.
Even Uncle Sam, the symbol of U.S. Army recruit-
ment, was a superhero during the 1940s.
A superhero was not required to wear stars and
stripes to fight the Axis. The grimly clad Hangman
qe&iun**?: THE BLRtH TERROR ,-.„J 001 5TRBI1GE!
America's Best Comics #19 © 1946 Standard Comics.
COVER ART BY ALEX SCHOMBURG.
punched out Nazis, Batman and Robin sold war
bonds, the Black Terror — who bore a skull and cross-
bones as his costume insignia — rallied to the cause
by carrying U.S. flags on his covers, and even the
fussy Sub-Mariner — dressed in nothing but green
swim trunks — redirected his aggression from attack-
ing New York landmarks toward sinking Japanese
subs. Comics became pro-war propaganda, and
were even mailed abroad to American servicemen.
The comic-book industry flourished from a mere six
comics companies in the pre-Superman days of 1936 to
two dozen by the early 1940s, some of them manufac-
turing comics pages in unsavory, assembly-line condi-
tions that resembled sweatshops. A 1943 Newsweek
article cited 25 million copies of comic books being sold
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*3f
Golden Age of Superheroes (1938-1954)
each month; "They were selling 102 percent; that is,
beyond their spoilage rate," former comic-book writer
William Woolfolk once revealed. By the mid-1940s,
eager would-be publishers were blockaded from entering
this expanding field by the paper shortages of World War
II. Kids were encouraged to donate their used comics to
paper drives, resulting in their rarity in the 2000s, where
high-grade copies of 1940s comics command prices, in
some cases, of tens of thousands of dollars. Despite
paper rationing, the existing publishers continued to pro-
duce, produce, produce.
"Every civilization and its arts has a period in
history of great accomplishments and flourishing
activity," observed comics historian Benton. "From
the golden age of Ancient Greece to the golden age
of silent movies, there is a time (often enhanced by
nostalgia) which is judged to be the best of an era
or the seminal period for an art form." Although no
one at the time referred to it as such, this era of
comics, particularly superhero comics, is consid-
ered the medium's Golden Age (1938-1954).
In retrospect, the era is better remembered for its
novelty and profusion, not for the quality of its materi-
al. Most superhero stories of the Golden Age were
primitively scripted and crudely drawn, yet at the time
the audience was less discerning, seeking escapism
rather than artistic or intellectual engagement.
GOLPBNAGZ GZ£ATS
Some Golden Age superhero comics, however,
brilliantly exemplify superlative storytelling and artis-
tic excellence. One such series is Quality Comics'
Kid Eternity. First seen in Hit Comics #25 (December
1942), Kid Eternity is rumored to have been inspired
by the film Here Comes Mr. Jordan (1941), which
was later remade into Heaven Can Wait (1978) and
Down to Earth (2001). The "kid" — he is never given
an actual name — dies, along with his grandfather,
when the merchant marine ships they are on are tor-
pedoed by Nazis. The boy's death is deemed a heav-
enly mistake, and he is returned to Earth, accompa-
nied by a ghostly guardian, Mr. Keeper. As Kid Eterni-
ty, he commands a magic word ("Eternity!") to
become invisible, and to summon famous historical
figures into the present to fight crime for him. Sever-
al lauded Golden Age artists rendered the charac-
ter's adventures in Hit and in the Kid Eternity solo
series, including Al Bryant and Alex Kotsky.
Other standouts, highly regarded by collectors
and historians: the charming Captain Marvel tales
whimsically drawn by C. C. Beck, Kurt Schaffenberg-
er, and other illustrators; Captain Marvel Jr., a char-
acter who, under the guidance of artist Mac Raboy,
was rendered in a manner much more realistic than
Captain Marvel's; Matt Baker's voluptuously ren-
dered "Good Girl" art pinups on Phantom Lady and
other covers, plus covers drawn by artists extraordi-
naire Alex Schomburg and L. B. Cole; Jerry Robin-
son's creepy interpretation of the villainous Joker in
his first appearance in Batman #1 (1940); Bill
Everett's breathtaking underseascapes in Sub-
Mariner; Jack Cole's ingeniously lively layouts on
Plastic Man; Alex Schomburg's bombastically bold
covers on Captain America and other patriotic
series; Will Eisner's groundbreaking splash-page
designs in The Spirit; and virtually anything drawn by
virtuosos Jack Kirby, Reed Crandall, and Lou Fine.
postwar woes
The end of World War II nearly marked the end
of the superhero. With the Axis forces eliminated as
the menace dujour, "comic-book heroes and hero-
ines had nothing to do," noted Fawcett Comics
artist Beck. One by one, superhero titles were can-
celed. Publishers went out of business, and those
that survived did so from the success of new gen-
res like funny animals, Westerns, horror, crime,
romance, and science fiction, although those titles
sold, at best, roughly half of circulation figures from
the World War II boom.
Postwar America, despite its illusion of prosperi-
ty, was gripped by the fear of nuclear war and the
spread of communism. Comics publishers scrambled
to take advantage of the audience's awareness of
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both. The cover of Captain Marvel Adventures #66
(1946) depicts the hero standing amid a decimated
city, with warheads sailing his way, its blurb proclaim-
ing, "Captain Marvel Battles the Dread Atomic War!"
Similarly, Superman, Fighting Yank, and other super-
heroes lamented nuclear warfare, while neo-heroes
Atomic Man, Atoma, Atoman, and the Atomic Thun-
derbolt capitalized on it. Radiation-spawned mon-
sters became a recurring theme in superhero comics
by the 1950s; Plastic Man fought giant ants, and Bat-
man and Robin were plagued by giant bees. Marvel
Comics, which had canceled its superhero comics in
the late 1940s, resurrected Captain America, Sub-
Mariner, and the Human Torch as "commie busters"
in the early 1950s, and superstar artist Jack Kirby
and his partner Joe Simon launched a short-lived
superhero parody, The Fighting American, taking on
the red scare with tongue placed firmly in cheek. But
readers did not seem to care. Comic-book con-
sumers had a new pastime: the Golden Age of super-
heroes had given way to the Golden Age of television.
By the mid-1950s, only DCs Superman, Bat-
man, and Wonder Woman continued to star in their
own titles, and they were about to meet a real-life
supervillain who would endanger them further: Dr.
Fredric Wertham. A psychologist, Wertham pub-
lished a 1954 book titled Seduction of the Inno-
cent, indicting comic books for causing juvenile
delinquency and moral decay among youth. A U.S.
Senate hearing followed that targeted graphic con-
tent in horror and crime comics. Sales shrunk even
more, as many parents forbade their children from
reading comics. It was comics' darkest hour. A cen-
sorship board was implemented, more publishers
closed shop, and DCs remaining superheroes
limped along under stringent new guidelines. The
Golden Age of superheroes was over. — ME
Good Girl Art
Good Girl art is a genre that dates back to comics'
Golden Age (1938-1954), during which a range of
Men of Mystery Spotlight Special #1 © 2001 AC Comics.
COVER ART BY ALEX SCHOMBURG AND BILL BLACK.
comic-book heroines were rendered in the Betty
Grable and Rita Hayworth pin-up tradition of World
War II. Good Girls were a departure from the popular
femmes fatales of the era, such as the seductive vil-
lainess the Dragon Lady. Sporting a spunky attitude
and dressed in the provocative sexiness of the
1940s, Good Girls were adventurers, heroines, side-
kicks, or girls who stumbled into, and then escaped
from, danger. While many of the Good Girls were
early superheroines, others came from a range of
genres. Classic Good Girls include Sheena, Queen
of the Jungle; Senorita Rio, Queen of Spies; Flamin-
go, the Gypsy Gal; pilots like Flying Jenny and Sky
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The Greatest American Hero
Girl; and heroines such as Mysta of the Moon, Miss
Victory, the Phantom Lady, and Lady Luck. Regard-
less of origin, all these women share the qualities of
beauty, strength, and independence — albeit fighting
crime in a scanty evening gown and high heels (or, in
Sheena's case, a leopard-skin miniskirt and bikini
top with leopard-skin slippers).
Early comics publishers like Fiction House
(1938-1954) specialized in Good Girl art within the
pages of their Wings Comics, Rangers Comics, and
Fight Comics. Sheena came alive in 1937 when the
Jerry Iger/Will Eisner art studio invented the jungle
heroine for Fiction House publisher T. T. Scott.
Beautiful, strong, smart, knife-wielding Sheena was
a heroine who could think on her feet, rescue men,
even carry a male sidekick — a novel role reversal
for the time. Sheena starred in Fiction House's
Jumbo Comics, which also featured the zany
exploits of Ginger McGuire, whose strip was titled
Sky Girl. Drawn by popular Good Girl artist Matt
Baker, in every story would-be fly-girl McGuire took
to the air, revealing a long-leggedness second only
to her determination. For the same publisher, Lily
Renee and Bob Lubbers drew Sehorita Rio, a sexy
American spy who operated in Central and South
America. Said comic-book historian Ron Goulart in
his Great History of Comic Books (1986), "In [Fic-
tion House] stories, you encountered amply con-
structed and sparsely clad young women on the
land, on the sea, and in the air. Deep into the jun-
gles, you ran into beautiful blondes wearing leopard-
skin undies; off on some remote planet there would
be a lovely redhead sporting a chrome-plated bra."
Interestingly, many of these "pin-up" strips were
rendered by women, at least one of whom (Ruth
Atkinson) used a male pseudonym ("Ace Atkins").
After World War II, girly strips continued in
comics, with added attention to plunging necklines
and high-slitted hemlines, often revealing a fuller,
more curvaceous figure than in issues past. Fox Fea-
tures Syndicate premiered notable Good Girls Phan-
tom Lady and Rulah of the Jungle together in All Top
Comics in November 1947. The Baker-rendered
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Phantom Lady embodied the Good Girl tradition —
glamorous debutante Sandra Knight fought crime in
a halter top, trunks, and cape, touting her "blackout
ray" as secret weapon. Women's physical attributes
were amplified in Fox's comics, with Rulah's legs
often hanging over the panels of the page. Soon the
late 1940s Good Girl gave way to the romance hero-
ine, with titles like My Desire and My Love Secret
(both published by Fox) flooding the market. Though
it is largely a product of a bygone era, certain artists,
such as Rocketeer creator Dave Stevens, pay
homage to Good Girl art in their work. Stevens' use
of the iconic 1950s model Betty Page as inspiration
for The Rocketeer's leading lady created a resur-
gence of general interest in the Good Girl art period
during the late 1980s and throughout the 1990s.
Even contemporary titles like AC Comics' Femforce,
still going strong after one-hundred-plus issues, often
show the inspiration of the Good Girl tradition.
Although the early decades of the twentieth cen-
tury were an unenlightened era for women both in
and out of the comics pages, some social historians
have argued that the introduction of Good Girl art
allowed for the emergence of feminism — albeit a
stunted version — in print form. Others have main-
tained that such portrayals of women trivialized femi-
nism and impeded its growth. Despite these conflict-
ing conclusions, early female heroes who possessed
superhuman strength, powerful weapons, an indepen-
dent spirit, and exotic back stories can be found by
those social archeologists willing to dig. — GM
The Greatest
American Hero
Ralph Hinkley (portrayed by William Katt) is not hav-
ing a good week. As a new teacher at Whitney High
School, he is given charge of the worst class in
school. But when he takes the teen delinquents on
a field trip, Hinkley's life gets weirder. When the
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The Greatest American Hero
school bus stalls in the desert,
Hinkley goes looking for help,
only to be almost run over by an
angry FBI agent named John
Mackie (Robert Culp), who is
searching for his partner. The two
are astonished when a UFO
appears, and Mackie's partner —
who, unbeknownst to Mackie, is
dead — delivers a special red
supersuit to Hinkley. He is told
that the aliens are giving him this
special suit, and only he can use
its powers to help humanity!
When Mackie drives off in a
huff, Hinkley walks back to the
bus, not noticing that he has
dropped the suit's instruction
booklet in the desert! Shortly
thereafter, a reluctant Hinkley
dons the supersuit and helps
Mackie avenge his partner and
stop terrorists. Unfortunately,
Hinkley cannot control the powers
he has and, when flying, he often
crashes into buildings! Mackie
and Hinkley form a reluctant part-
nership, with Hinkley's girlfriend
Pam Davidson (Connie Sellecca)
keeping them from strangling
each other, and the world has a
new — if uncoordinated and some-
what reluctant — superhero.
Debuting on ABC on March
18, 1981, The Greatest American
Hero was the creation of Stephen
J. Cannell, best known for such action fare as TheA-
Team and 21 Jump Street. The series mixed humor
and action in a fun way, and the lead characters
played off each other brilliantly. Culp's pressure-cook-
er-about-to-blow style and Katt's laid-back help-human
ity act were a great mix, and Sellecca balanced them
out with the right amount of feminine power.
William Katt stars as Ralph Hinkley, reluctant hero, in The Greatest American Hero.
The Greatest American Hero had one problem
right out of the starting gate: On March 30, 1981,
John Hinckley attempted to assassinate President
Ronald Reagan. The studio and network scrambled
to cover their lead character's sound-alike name,
and Hinkley suddenly became "Hanley" or "Mr. H"
to his students (though his original last name was
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Green Arrow
restored for the second season). To make matters
worse, DC Comics threatened legal action over what
the company deemed too many similarities to its
Superman character, but DC lost in court.
Nevertheless, The Greatest American Hero was
a hit with audiences. Its theme song, "Believe It or
Not," sung by Joey Scarbury and written by Stephen
Geyer and Mike Post, rose to number two on the
pop music charts in 1981. Geyer and Post also
wrote and recorded original songs for twenty-three
of the show's episodes. Actor Culp wrote and direct-
ed some second-season episodes.
During the third season of the series, Hinkley
and Davidson married, and Hinkley got a bit better
at using his various superpowers. But ABC's deci-
sion to move the series to Friday nights — a death-
knell for science fiction-oriented series — proved
too villainous an act for Hinkley to triumph over. The
show ended its run on February 3, 1983, with four
episodes unaired. Those shows later popped up
when The Greatest American Hero hit syndication,
and the series drew good ratings yet again.
With NBC expressing interest in a relaunch, the
main cast members reunited in 1986 to film a new
pilot, titled The Greatest American Heroine. In it,
Ralph's secret is exposed to the world, and when
the fame goes to his head, the aliens "fire" him.
The suit is given to a young girl named Mary Ellen
Stuart (Holly Hathaway), who drives Mackie crazy
with her grand plans to save the whales and then
solve the rest of the world's woes. NBC passed and
the pilot never aired, but it was expanded to a full
hour and put into the syndication package, along-
side the previous forty-three episodes.
Although an animated series was rumored to
be in development for years, it was in March 2000
that a feature-film development deal for The Great-
est American Hero was announced, with Stephen J.
Cannell producing for Film Roman productions and
Touchstone Pictures. Three screenwriters worked
on a script — Paul Hernandez, Abby Kohn, and Marc
Silverstein — that found comic-book fan/teacher
Ralph Hinkley given a supersuit by aliens, and fac-
ing the prospect that other humans had been given
supersuits as well. Whether this potential new ver-
sion of The Greatest American Hero will actually be
made into a feature film is probably something that
only someone with superpowers can answer. — AM
Green Arrow
From the very earliest days of superheroes, there
have been "super-archers." While DC Comics'
Green Arrow was not the first, he was certainly the
longest lived. Created by writer Mort Weisinger and
artist George Papp, the Green Arrow first appeared
in 1941 in More Fun Comics #73, and was from the
start a transparent attempt to replicate one of the
company's biggest successes. Like Batman, Green
Arrow had a wealthy playboy alter ego (Oliver
Queen), a plucky kid sidekick called Speedy
(Queen's ward, Roy Harper), a secret underground
workshop beneath his estate, and his own Arrow
car, Arrow plane, and Arrow boats. Where Batman
had his seemingly limitless utility belt, Green Arrow
had an almost inexhaustible supply of gimmicky
arrows, including boxing glove, trip-wire, lariat, jet,
tightrope, and acetylene types. His origin, however,
was different from other superheroes and very
straightforward: After being shipwrecked on a
desert island, Queen makes himself a bow and over
the following months becomes an expert bowman.
After saving a ship that anchors offshore, Queen
arrives at his purpose in life: "I knew then, in that
split-second, that my existence on the island could
now serve a useful purpose! When I returned to civi-
lization, I would fight crime with my trick arrows!"
Back home, Queen creates a suitably heroic cos-
tume and pairs up with young Speedy, who in "real
life" as Roy Harper has been trained in archery by
Indians and so is himself an expert archer.
The strip was usually well crafted if a little lack-
ing in personality, but that DC believed in it is clear
from its transfer to Adventure Comics, where it ran
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Green Hornet
until 1960. A simultaneous backup slot in World's
Finest Comics lasted several years longer (until
1964). Within a few months of their creation, the
intrepid duo were inducted into the Seven Soldiers of
Victory in Leading Comics, where they enjoyed rather
improbable adventures throughout the war. The Emer-
ald Archer, as he was often called, and Speedy tan-
gled with minor villains like the Wizard, Clock King,
and the Rainbow Archer throughout the 1940s and
1950s, but the 1960s superhero boom rather
passed them by. With little in the way of character
development or depth, Green Arrow had to make do
with membership in the Justice League of America,
while Speedy joined the Teen Titans. However, by the
turn of the decade both archers were to become
among the most talked-about heroes in comics.
In late 1969, Green Arrow first gained a new
costume and goatee beard (courtesy of artist Neal
Adams in The Brave and the Bold #79), and then
lost his fortune to a crooked business partner
(thanks to writer Denny O'Neil in Justice League
#75). In that same issue of Justice League he
moved to the ghetto and met the Black Canary, who
would become his love interest for the next few
decades. Finally, he co-headlined with Green Lantern
in a series of comics by O'Neil and Adams that tack-
led such "relevance" issues as race relations, ecolo-
gy, politics, business corruption, and drugs in an
award-winning series of strips that generated vast
amounts of publicity. Readers now enjoyed an older
Oliver Queen — passionate, belligerent, hot-headed,
and radical. Here was a character that had gone
from a one-dimensional cipher to an embodiment of
the Zeitgeist, equal parts hippie, hero, and rabble-
rouser. Speedy, on the other hand, personified the
era's darker side as he descended into drug addic-
tion in a story that garnered widespread praise (in
Green Lantern/Green Arrow #85 and #86), including
an endorsement from New York City's mayor at the
time, John Lindsay.
Despite all this attention, the Green
Lantern/Green Arrow partnership lasted only a cou-
ple of years, and the archer had to be content with
numerous backup features, invariably with Black
Canary, in such books as World's Finest, Action
Comics, and The Flash, as well as numerous Jus-
tice League comics throughout the 1970s. These
shorter tales gradually saw a mellowing of the
rhetoric and a penchant for wisecracks emerging in
its place, but more recent stories have chronicled a
steady descent into darkness. Green Arrow was
given his first (short-lived) solo comic in 1983, fol-
lowed a few years later by Mike Grell's hard-hitting
Longbow Hunters series, which was set in Seattle's
mean streets and featured a harrowing sequence in
which the Black Canary was brutally tortured.
The Longbow Hunters went on to a long-running
"mature readers only" series that continued in much
the same violent, seedy vein and became a big-sell-
ing cause celebre for its grim, violent tone. The
Canary and Arrow finally split up and new cast mem-
bers Shado (a female Japanese assassin) and Eddie
Fryes (a sort of dissolute secret agent) were intro-
duced, along with a long-lost — and previously
unknown — son, Connor Hawke. As part of its wide-
ranging Zero Hour series in the mid-1990s, DC killed
off Oliver Queen in an airplane explosion, and Hawke
became a new, more youthful Green Arrow. Hawke's
idealism and inexperience breathed new life into the
strip, but few doubted that his father would one day
return. True to form, in 2001 new writer (and cult
film director) Kevin Smith (Clerks; Chasing Amy) duly
resurrected him from the dead. Smith was replaced
by best-selling author Brad Meltzer and other suc-
cessors, ensuring that the comic, now starring two
generations of Green Arrow, will continue to excite
interest for some time to come. — DAR
Green Hornet
Heroes who operate on both sides of the law have
long been popular in comics and crime fiction. Such
a character is the masked mystery man called the
Green Hornet, a crime fighter who gamboled with
gangsters in order to sting them for apprehension.
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The Green Hornet and Kato first appeared in a
1936 radio drama produced by George W. Trendle,
whose previous program, The Lone Ranger, was a
tremendous (and perennial) success. Revisiting The
Lone Ranger's proven formula — an enigmatic
masked hero accompanied by a loyal ethnic partner
(in the Ranger's case, his Native American compan-
ion, Tonto) — The Green Hornettook the concept one
step further, linking the two series into a genera-
tional saga. Historians acknowledge radio
scriptwriter Fran Striker as the principal creator of
the Green Hornet.
The Green Hornet is actually Britt Reid, whose
father Dan is the Lone Ranger's nephew. The
Ranger's penchant for silver bullets (and even his
horse's name) was derived from the family's silver
mine, which dispassionate Britt inherits and begins
to squander as a playboy. He picks up a manser-
vant on an excursion to Japan after rescuing a
young man named Kato from peril; Kato returns the
favor by dedicating his life to his redeemer. Back in
the States, Reid assumes the family business — The
Daily Sentinel newspaper, which targets organized
crime — and rises beyond his flippancy as he
matures into its publisher. On a nighttime jaunt to
collect evidence against mobsters for a Sentinel
expose, Reid and chauffeur Kato are spotted at the
scene of the crime in their unique sedan — the Black
Beauty — and the car is added to the police's most-
wanted list. Reid — abetted by his executive assis-
tant Lenore Case and a handful of confidantes with-
in the police department — preserves that under-
world brand by adopting the masked identity of the
Green Hornet, and along with Kato, an accom-
plished martial artist, begins a battle against crime
by pretending to be on its side.
The Green Hornet ran on radio for sixteen
years, as the hero, clad simply in a trench coat, eye-
mask, and fedora, used his steel-piercing, vibrating
Hornet's Sting to burst through gangsters' walls and
his Gas Gun to render them unconscious. High-kick-
ing Kato was on hand to karate-chop the crooks his
partner didn't gas. The heroes' popularity extended
beyond the airwaves: They headlined a pair of quick-
ly produced movie serials from Universal Studios —
The Green Hornet and The Green Hornet Strikes
Again (both 1940) — and a smattering of comic
books from publishers Holyoke, Harvey, and Dell.
During the 1940s, a handful of Big Little Books writ-
ten by Striker were published, including The Green
Hornet Strikes, The Green Hornet Returns, and The
Green Hornet Cracks Down.
By the early 1950s, the buzz around the Green
Hornet had faded, and Kato parked the Black Beauty
in the garage of pop-culture limbo — until September
1966. The Green Hornet, a weekly live-action televi-
sion series, premiered that month, courtesy of pro-
ducer William Dozier, the man responsible for bring-
ing Batman to the tube nine months prior. The
show's handsome lead Van Williams was eclipsed by
his two co-stars: in the role of Kato, Asian import
Bruce Lee, an accomplished martial artist whose
proficiency soon kicked off a series of 1970s kung-
fu movies; and the Black Beauty, a customized 1966
Chrysler Imperial Crown brimming with a hornet's
nest of gadgets including a secret surveillance cam-
era, laser cannon, and smoke screen. The Black
Beauty and its costumed occupants were heavily
merchandized in the form of trading cards, comic
and coloring books, bendable figures, a lunchbox,
and miniature cars. Jazz trumpeter Al Hirt's frenetic
"Flight of the Bumblebee" theme was a pop-music
hit, but the show was not: The Green Hornet was
swatted from the schedule after one season.
It took more than two decades before the
Green Hornet and Kato reappeared. In 1989, Now
Comics launched The Green Hornet, expanding the
legend of both heroes with their sons and daugh-
ters assuming their fathers' legacies. While briefly
popular, Now's Hornet comic books disappeared in
late 1994. Since that point, at least two attempts
to bring the Green Hornet to the big screen (with
George Clooney and Greg Kinnear, respectively, in
the title role) have fizzled. Filmmaker Kevin Smith
is, as of early 2004, attached to yet another
attempt to resuscitate this project, which is partially
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Green Lantern
backed by Dark Horse Comics, the publisher
responsible for comics-inspired movies The Mask,
Barb Wire, Timecop, and Mystery Men. — ME
Green lantern
From humble beginnings, the Green Lantern con-
cept has evolved through numerous revamps (with
five Lanterns as of 2004), a complex mythology,
and countless spin-offs. The character was first
launched in July 1940 by artist Mart Nodell, with
additional input from Batman writer Bill Finger, in
the pages of All-American Comics #16 and immedi-
ately became one of DC Comics' biggest and most
powerful stars. Like many early superheroes, his ori-
gin was based in magic; while working on a bridge,
construction worker Alan Scott comes across a
green lantern, which he later discovers was made
out of a meteor. Somewhat improbably, the lantern
speaks to Scott, instructing him to make a ring out
of its extraterrestrial material. The ring would trans-
form thought into reality as long as he touched the
lantern once every twenty-four hours. Indeed, the
power ring enables Scott to fly and take on any kind
of superpower. In short order, Scott fashions him-
self a garish red-and-green costume (duly acknowl-
edging, "I must have a costume that is so bizarre
that once I am seen I will never be forgotten") and,
as they say, embarks on a career of crime fighting.
Initial stories concentrated on the Lantern's
dispatching ordinary hoods, often in a surprisingly
ruthless manner, but as his powers became
increasingly mind-boggling (from flying to mind-read-
ing and, eventually, imperviousness to bullets) so,
too, his villains needed to be more far-fetched. Col-
orful criminals such as the Sportsmaster and the
Harlequin (a female villain who was also in love with
Green Lantern) began to predominate, but by far the
most remarkable protagonist was Solomon
Grundy — a giant reanimated corpse — created by
noted science fiction author and regular Green
Lantern writer Alfred Bester. By this point, DC had
Green Lantern #171 © 1983 DC Comics.
COVER ART BY GIL KANE.
limited the hero's abilities somewhat by making his
ring powerless against wood, but he was still a very
potent wish-fulfillment figure (literally) for his fans.
In addition to appearing in more than eighty issues
of All-American, he also starred in his own solo
comic for eight years, in Comic Cavalcade and in
many issues of All Star Comics as one of the princi-
pal members of the Justice Society until that
comic's cancellation in 1951.
Alan Scott continued to appear throughout the
1960s as part of the Justice Society and has been
a constant member of the group in its many
revivals, rebirths, and relaunches ever since. In
fact, as of 2004 he is a regular guest star in the
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Green Lantern
Green Lantern comic (although he now goes by the
name of Sentinel), largely unchanged since his
debut sixty years ago, but the Green Lantern con-
cept itself has expanded exponentially in that time.
Following the successful revamp of the Flash in
1956, editor Julius Schwartz (along with John
Broome on scripts and Gil Kane on art) turned his
sights on Green Lantern. The new Green Lantern
premiered in September 1959 in DCs Showcase
#22, with a new history: Test pilot Hal Jordan
chances upon the crashed space ship of an emer-
ald-garbed, red-skinned alien named Abin Sur. With
his dying breath, the alien passes on his green ring
to Jordan, whereupon he becomes transformed into
an identically clothed superhero. Like his predeces-
sor, this Green Lantern could use the ring to make
his thoughts reality and he, too, needed a lantern to
recharge the ring, but its weakness this time was to
anything colored yellow (which inevitably was the
cue for countless stories about yellow aliens, vil-
lains, and monsters). When the Lantern (nicknamed
the Emerald Crusader) recharged his ring every day,
he recited an oath that soon became his mantra:
"In brightest day, in blackest night, no evil shall
escape my sight. Let those who worship evil's
might, beware my power — Green Lantern's light!"
It was the ring's background that differentiated
the two strips; it seems that the later Green
Lantern was but one of many ring-wielding super-
heroes across the universe — members of a sort of
intergalactic police force. The Green Lanterns were
picked by small, blue-skinned aliens, known as the
"Guardians of Oa," as the bravest individuals on
their own planets, and with their almost omnipotent
rings they were sworn to uphold justice and defeat
evil wherever it may appear. The Lantern stories
were dynamic and inventive, often revolving around
some alien menace or scientific conundrum, but
characterization was not a strong feature. Hal Jor-
dan was based on Gil Kane's neighbor at the time,
an up-and-coming actor by the name of Paul New-
man, and despite an attractive supporting cast
including girlfriend Carol Ferris and best buddy
"Pieface," he was something of a loner. The princi-
pal villains were the rogue Green Lantern, Sinestro,
and the powerful Star Sapphire — in reality Jordan's
schizophrenic girlfriend Ferris.
Green Lantern started appearing in his own
self-titled comic in 1960, soon became a regular
member of the Justice League of America, and was
very much one of DCs top characters throughout
the 1960s. Kane developed into one of comics'
most exciting artists but, when he left the title to try
becoming a publisher himself, Green Lantern's pop-
ularity dropped. Eventually the decision was made
to boost sales by introducing the Green Arrow in a
retitled Green Lantern/Green Arrow comic, featuring
the creative team of writer Denny O'Neil and artist
Neal Adams. Over the course of fourteen issues
(#76-#89), the comic became one of the most
talked-about titles of the 1970s, tapping into the
radical politics of the era and the growth of the
counterculture. The Green Lantern was portrayed as
the arch-establishment figure whose complacency
was constantly challenged by the anti-establish-
ment firebrand, the Green Arrow. As the voice of the
streets, O'Neil and Adams introduced the concept
of "relevance" to comics, tackling a different social
topic in each issue, including race relations, Native
American rights, women's liberation, pollution, con-
sumerism, drugs, and campus unrest — subject mat-
ter previously untapped in the comic-book world.
Surprisingly, despite enormous media interest,
numerous industry awards, college tours, and
Adams' outstanding draftsmanship, sales were
never strong (though conspiracy theorists have sug-
gested that issues were sidelined by organized
crime and sold to fans later) and the comic was
canceled in 1972. Backup strips in The Flash even-
tually led to the Green Lantern series' revival in
1976, and it continued in various guises until
1988. Green Arrow left the comic in 1979 and it
was retitled Green Lantern Corps for its last few
years, but it was mostly a pale shadow of the pio-
neering relevance period. The Green Lantern Corps
retitling reflected the increasing number of Green
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Guardians of the Galaxy
Lanterns that had popped up over the years, many
of them enjoying success in their own right.
The first of the new Green Lanterns at around
this time (though originally appearing in 1968) was
Guy Gardner, who was Hal Jordan's replacement
should anything happen to him. Gardner later took
over Jordan's ring and became a rather bad-tem-
pered (and occasionally villainous) superhero with
an appalling, pudding-bowl haircut. The fans loved
his bad attitude and in the 1980s he became a reg-
ular in the Justice League, which led to his own
comic in 1992; this ran for more than four years.
The next replacement Lantern to star in a comic
was John Stewart — one of the earliest African-Amer-
ican heroes — who first appeared in the
O'Neil/ Adams period and was portrayed as a proud
defender of the black community. From the 1980s
to the 2000s, he has periodically taken over the
lead role in the Green Lantern comic and has made
numerous appearances without ever building up a
large fan base (though outside the comics medium
he's had a shot at a whole new audience as the
Lantern who got the call for Cartoon Network's pop-
ular Justice League show). Even alien Green
Lanterns have broken out of the background, with
the pug-faced Kilowog joining the Justice League
and another short-lived Green Lantern Corps comic
running (albeit quarterly) from 1992 to 1994.
In 1989 a miniseries called Emerald Dawn was
meant to herald a new beginning for the character,
but the following years have been almost impossi-
bly complex, so that even the most devoted fan
could be forgiven for becoming confused. Hal Jor-
dan developed a drinking problem and then, having
seen his home city destroyed, went mad and turned
on his overseers, the Guardians of Oa. Not surpris-
ingly, the Guardians resolved to replace him and
discovered young artist Kyle Rayner (in Green
Lantern vol. 2 #48, 1994), who has been DCs main
Green Lantern ever since. Jordan, meanwhile,
became a character called Parallax and flounced
around the universe, killing people before being
killed himself — only to be resurrected several years
later as the Spectre.
While longtime fans were outraged at the cava-
lier treatment of an old favorite, a newer generation
of fans has taken to Kyle Rayner, and the younger
hero has undeniably reinvigorated the Green
Lantern strip's popularity. The Guardians of Oa, on
the other hand, have not fared quite as well; the
Green Lantern Corps has been broken up and
replaced by a group called the Darkstars, and the
planet Oa itself has been destroyed. As these
things tend to go in comics, Rayner acquired the
massed powers of the dead Guardians and briefly
became rather godlike before rebuilding the planet
and returning to his "normal" self. The coming
years will doubtless bring more plot twists and
more Green Lanterns but, for many fans, Hal Jordan
will remain the one true Lantern. — DAR
Guardians of
the Galaxy
The idea of comrades-in-arms struggling against
tyranny is a mainstay of fiction and folklore as old
as Robin Hood. Superhero comics have long provid-
ed a natural stage for stories of such underdog
heroes. The Guardians of the Galaxy, originally cre-
ated for a one-shot Marvel Comics story {Marvel
Super-Heroes vol. 1 #18, 1969) by writer Arnold
Drake and artist Gene Colan, carries this time-hon-
ored tradition forward into the year 3007 A.D. By
this time, Earth, the other planets of the solar sys-
tem, and the human colony at Alpha Centauri have
all fallen under the dominion of the Badoon, a hos-
tile race of sentient alien reptiles.
The Badoon invasion brings together a dis-
parate group of humans who hail from points all
across the solar system and beyond, echoing Akira
Kurosawa's classic 1954 film The Seven Samurai
(and its 1960 American clone The Magnificent
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Guardians of the Galaxy
Seven). Charlie-27, a human soldier who has been
genetically enhanced (with gigantic muscles and
natural body armor) for life on a Jupiter colony,
returns from offworld duty to discover his Jovian
home overrun by Badoon forces. Teleporting to
Pluto, he encounters that world's only survivor, Mar-
tinex (a crystalline human, genetically altered to
survive the frigid Plutonian environment). To thwart
the Badoon occupying Pluto, Charlie-27 and Mar-
tinex work together to sabotage the planet's indus-
trial infrastructure before teleporting to Earth,
where they meet Vance Astro and Yondu. Astro
(a.k.a. Astrovik) is an Earth-born twentieth-century
astronaut recently awakened from a cryogenic sus-
pension that has given him powerful psionic abili-
ties while dooming him to live out his life inside a
protective suit that keeps him from aging naturally;
Yondu is a nonhuman native of Alpha Centauri, and
the last of his kind. The pair have just arrived on
Earth after fleeing the Badoon-overrun Alpha Cen-
tauri system in a commandeered faster-than-light
starship. Though Vance and Yondu fall into Badoon
hands on Earth, Charlie-27 and Martinex rescue
them, whereupon the quartet adopts the collective
name the Guardians of the Galaxy (not to be con-
fused with DC Comics' blue-skinned alien
Guardians, who presided over the Green Lantern
Corps in the Silver Age [1956-1969] and Bronze
Age [1970-1979] of superhero comics). The sworn
purpose of this small group of crusaders is to drive
the Badoon from every one of their strongholds
across the entire galaxy. They flit around the Milky
Way in a spaceship called Freedom's Lady.
Although the Guardians vanished from the
comics spinner-racks after their 1969 debut, they
reappeared half a decade later (Marvel Two-In-One
#4 and #5, 1974), under the creative direction of
writer Steve Gerber and penciler Sal Buscema. It is
now 3014 A.D., and Captain America and the Fan-
tastic Four's Thing (both from the twentieth century)
become temporarily embroiled in the Guardians'
ongoing battle for freedom, as do the Defenders
(also from the twentieth century) a year later
(Defenders #26-29, 1975), who help drive the
Badoon from Earth's solar system and the adjacent
regions of space. Inspired by Captain America
(Astrovik is a particularly enthusiastic fan of Cap's
wartime exploits), the Guardians name their star-
ship after him and take the craft on an interstellar
journey of discovery and adventure.
During these wanderings, the group encounters
and inducts other members: Nikki (a human woman
genetically engineered to survive the heat of her
homeworld Mercury), and a pair of physically/psy-
chically melded Arcturians named Starhawk (a for-
mer Defender now caught in a time-loop that forces
him to relive his life repeatedly) and Aleta
(Starhawk's former wife and present foster-sister,
who has the ability to manipulate light energy). Now
a septet, the Guardians explore the galaxy and
defend it from the Badoon and other superpowered
menaces in the pages of Marvel Presents (begin-
ning in issue #3, 1976). Unfortunately, writers
Steve Gerber and Roger Stern and penciler Allen
Milgrom failed to sustain a large enough audience
to continue the series, and the Guardians feature
died a quick and ignominious death (along with Mar-
vel Presents itself, whose twelfth and final issue
was released in 1977).
The Guardians subsequently reached their
highest 1970s readership levels when they time-
traveled back to the twentieth century to help
resolve the "Korvac saga" of 1978, a story arc
crafted by writers Jim Shooter, Bill Mantlo, and
David Michelinie and artists George Perez, Sal
Buscema, and David Wenzel. In this story, the
Avengers struggle to prevent the sudden omnipo-
tence of an ordinary man (Michael Korvac) from
wreaking havoc across the cosmos (The Avengers
#167-#168, #173-#177). Before returning to the
thirty-first century following Korvac's defeat, Vance
Astrovik meets his younger twentieth-century self
and talks him out of becoming an astronaut in order
to prevent his becoming forever trapped in the con-
tainment suit. Unfortunately for both Astroviks, this
action creates a psionic backlash between the two
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Guardians of the Galaxy
men, prematurely awakening the younger man's psy-
chic abilities, thereby allowing him to become Mar-
vel Boy in the later series The New Warriors
(1990-1996, 1999-2000). This development split
the Guardians' future off from Marvel's main time-
line, sequestering it in one of comicdom's many
"alternate futures." Undeterred by being rendered
effectively apocryphal, the Guardians forged a
prominent one-shot partnership with Spider-Man
the following year (Marvel Team-Up #86, written by
X-Men scribe Chris Claremont with pencils by Allyn
Brodsky), but made only infrequent guest appear-
ances during the ensuing decade [The Avengers
#264, 1986; The Sensational She-Hulk #6, 1989).
But the Guardians were not destined for perma-
nent obscurity. In 1990 Marvel placed the team in
the hands of writer-artist Jim Valentino, who had pre-
viously made his mark in the world of independent
comics publishing in 1984 with normalman (pub-
lished first by Aardvark-Vanaheim, and later by Rene-
gade Press), a parody of the superheroes who had
become so profuse in the universes of Marvel and
DC since the dawn of the Silver Age; normalman is
the only individual on Earth (known as "Levram,"
which is "Marvel" spelled backward) who lacks
superpowers and a costume. Later in the 1990s, Jim
Valentino would go on to join the ranks of writers and
artists working at Image Comics on creator-owned
properties (Valentino's semi-autobiographical 1997
miniseries A Touch of Silver, which relates the trau-
matic upbringing of a young comics fan, is undoubt-
edly his most distinguished and personal work from
that period). Of his own work, Valentino has said,
"Since my influences are strongly in the DC and Mar-
vel Silver Age — which is from when I was a kid — and
then in underground comics when I was a teenager, I
have strong influences on both sides. I am just as
strongly influenced by Jack Kirby as I am by Robert
Crumb; and by Vaughn Bode as I am by Steve Ditko,
and neither influence touches me any stronger than
the other. I just sort of smoosh them all together."
Valentino's nearly three-year tenure with the
Guardians reveals his abiding love for Marvel's
superheroes and their history, delving more deeply
than ever before into the motivations of the team's
individual members. Returning the Guardians to
their alternate thirty-first century, Valentino began
the series by taking the team on a quest for the
indestructible shield of Vance Astrovik's most
revered hero, Captain America [Guardians of the
Galaxy #l-#6, 1990). The quest succeeds,
although the Guardians are faced along the way by
such powerful foes as Taserface (whose powers are
self-explanatory), Firelord (a former herald of the
world-eating Galactus who subsequently becomes a
reserve member of the group), and the Stark (aliens
who have based their technology and weaponry
upon the armored twentieth-century superhero Iron
Man, a.k.a. munitions manufacturer Tony Stark).
Valentino's run on the series lasted twenty-
nine issues, culminating in a multi-issue 1992
crossover with Marvel's cosmos-spanning Infinity
War arc, an epic in which Jim Starlin's Thanos
attempts to gain absolute power, and in so doing
affects the continuity of virtually every title in the
Marvel line (a storytelling-cum-marketing tactic that
began gaining currency in the mid-1980s with such
megasuccesses as Marvel Super Heroes Secret
Wars and DC Comics' permanently universe-alter-
ing Crisis on Infinite Earths). Under Valentino the
Guardians became less a gang of ragtag freedom
fighters and more a band of explorers and adven-
turers, an amalgam of Avengers-type team super-
heroics and Star Trek-style space opera. The
Guardians still found the time to overthrow despot-
ic rulers, however, unseating Rancor, a descendant
of the X-Men's Wolverine who had taken over a lost
human colony called Haven, which is ultimately
destroyed by a future version of the world-devour-
ing Phoenix after the Guardians evacuate the plan-
et [Guardians of the Galaxy #9-#12, 1991). The
Guardians subsequently add a shapechanging
Havenite named Replica to their ranks (Guardians
of the Galaxy Annual #2, 1992). In another memo-
rable story arc, Valentino introduced the team to a
futuristic iteration of the Ghost Rider; in addition to
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Guardians of the Galaxy
being a spirit of vengeance, this skull-headed
demon also heads a religious cult whose own cler-
gy he is secretly murdering until the Guardians
negotiate a truce with him (Guardians of the Galaxy
#13-#14, 1991). Thanks to time travel and
Valentino's fascination with Marvel's 1970s
mythos, the team also revisits the Korvac saga
(1991's Fantastic Four Annual #24, Thor Annual
#16, and Silver Surfer Annual #4).
After Valentino's departure from Marvel for
Image Comics, the Guardians' series continued
under writer Michael Gallagher and such artists as
J. J. Birch, Kevin West, Dale Eaglesham, Jeffrey
Moore, Yancey Labat, Scot Eaton, Geoff Isherwood,
Michael Bair, and Sandu Florea, finally concluding in
1995 with issue #62. But the Guardians weren't
quite ready to vanish into four-color oblivion, turning
up again as guest stars occasionally during the
1990s in various Marvel titles and headlining in a
four-issue miniseries written by Valentino's succes-
sor, Michael Gallagher, and penciled by Kevin West
and Yancey Labat (Galactic Guardians, 1994).
Although the Guardians have yet to reach the
heights to which Valentino took them in the 1990s,
it's a big galaxy, and one that frequently needs
defending; someday the Guardians will surely
answer the call to arms again. — MAM
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ffarma-ftarbera
Heroes
William Hanna and Joseph Barbera were pioneers
of television animation. Having learned the ropes by
producing Tom and Jerry theatrical cartoons for
MGM in the 1940s, they adapted their craft to the
small screen, devising cost- (and quality-) cutting
measures to make animation affordable for mass
production (having running characters repeatedly
pass the same background images, for example).
From the humble beginnings of The Ruff and Reddy
Show (1957), the Hanna-Barbera collaboration
eventually launched a pantheon of cartoon greats
(and some not-so-greats) including the Flintstones,
Yogi Bear, Jonny Quest, Scooby-Doo, and their first
superhero (not counting Quick Draw McGraw's Zorro
riff El Kabong, that is)— Atom Ant.
With a battle cry of "Up and at 'em, Atom Ant!"
this miniature muscle-mite first buzzed into action in
The Atom Ant/Secret Squirrel Show (1965). Head-
quartered in an anthill with a mailbox bearing his
name, Atom Ant was a superhero parody, its tiny
titan engaging in pun-filled clashes with menaces
large (Crankenshaft's Monster) and small (Ferocious
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Flea). A swarm of mid-1960s Atom Ant items were
produced, including a Soaky figural bubblebath con-
tainer, coloring book, View-Master reel, push puppet,
Gold Key comic, and plush doll. Atom Ant aired, with
and without Secret Squirrel, for several years before
crawling into occasional syndication, and can be
seen, as of 2004, on the Cartoon Network.
Beginning in 1966, superhero mania swept
America, ignited by the success of the live-action
Batman television series (1966-1968). The
Hanna-Barbera studios, always willing to capitalize
on a trend, quickly cranked out a host of animated
superhero shows all their own. Premiering on CBS
in September 1966, Frankenstein Jr. and the
Impossibles was cut from the same tongue-in-
cheek cloth as Atom Ant. Frankenstein Jr. fused
giant robots, monsters, and superheroes into one
package: a masked and costumed computerized
crime fighter who answered to his creator, trouble-
prone prodigy Buzz Conroy. Appearing in the same
half-hour program was another hybrid — of super-
heroes and rock stars — The Impossibles. The
Impossibles were a trio of pop musicians who,
when summoned by their boss Big D via a guitar-
based TV monitor, cheered "Rally-ho!" and trans-
formed into ... the Impossibles, a supergroup com-
posed of Fluid Man, Coil Man, and Multi Man, who
zoomed to crime scenes in their Impossicar. The
*h
Hanna-Barbera Heroes
Impossibles — in their musician identities — per-
formed a token tune in each episode.
Debuting concurrently with Frankenstein Jr. and
the Impossibles was Space Ghost and Dino Boy,
also on CBS. Space Ghost, an intergalactic super-
hero designed by legendary comic-book artist Alex
Toth and voiced by Gary Owens (best known as the
announcer on Rowan and Martin's Laugh-In), was
abetted by junior partners Jan and Jayce and their
monkey Blip (a staple of Hanna-Barbera adventure
cartoons was the inclusion of pets for comic relief;
witness Jonny Quest's pup, Bandit). Armed with ray-
blasting wrist bands and his Invisibelt, Space Ghost
tackled an army of alarming adversaries. Dino Boy
was a contemporary kid lost in a dangerous stone-
age society that had never evolved beyond its pre-
historic state. Unlike Hanna-Barbera's satirical
superhero programs, Space Ghost and Dino Boy
was played straight, an attitude Space Ghost main-
tained during a 1981 revival. Not so with the spec-
tral hero's 1994 comeback, however: He is now a
wacky talk-show host, backed up by former foes
Zorak, Moltar, and Brak, in the hilarious Space
Ghost Coast to Coast program on Cartoon Network.
For the 1967-1968 television season, Hanna-
Barbera released an unprecedented amount of orig-
inal superhero fare, three new shows on CBS alone.
The Herculoids, another series featuring Toth's
designs, was set on the planet Quasar. It starred a
family — King Zandor, Tara, and Dorno — who warded
off assaulting monstrosities with the help of their
unusual allies, the Herculoids: Tundro, a ten-legged
rhino; Zok, a laser-beam-firing flying dragon; Igoo, a
superstrong rock creature; and the malleable Gloop
and Gleep. Shazzan also bowed during the 1967
season. It featured a pair of kids from the 1960s,
siblings Nancy and Chuck, transplanted into the
past, where they and their flying camel Kabooie
found themselves in conflict with a variety of
thieves and cutthroats, only to be rescued each
episode by an omnipotent, sixty-foot genie named
Shazzan (while certainly not a superhero show in
the strictest sense, Shazzan was marketed as
such). Hanna-Barbera also unveiled Moby Dick and
the Mighty Mightor that year. Mightor was a prehis-
toric superhero, an homage to the original Captain
Marvel. Each of his episodes began with a boy
named Tor, who, when raising a magic club into the
air (while exclaiming "Mightor!", not "Shazam!"),
transmogrified into a powerful superhero. Also on
the program, Herman Melville's formerly formidable
great white whale became an amiable adventurer,
joined by scuba-diving teens Tom and Tub (yes, he
was a fat kid) and their seal, Scooby.
On NBC, Hanna-Barbera produced two shows
for the 1967-1968 season. Young Samson and
Goliath offered another tale of wish-fulfillment and
transformation, as an ordinary teenage boy and his
pet dog were upgraded into the powerful hero Sam-
son and his fierce lion Goliath whenever the lad
locked together his wrist gauntlets and proclaimed,
"I need Samson power!" Prolific designer Toth was
back again with Birdman and the Galaxy Trio. The
lead feature was a winged superhero, who, with a
cry of "Bir-r-r-rdman!", soared into action with his
eagle cohort Avenger. (Birdman, like Space Ghost,
got a droll facelift in 2001 in Cartoon Network's
Adult Swim program package as Harvey Birdman,
Attorney at Law.) Also appearing in the show was
The Galaxy Trio, about a mundane team of titans
consisting of Vapor Man, Meteor Man, and Galaxy
Girl. A more fascinating supergroup was adapted
from Marvel Comics to ABC that year by Hanna-Bar-
bera in The Fantastic Four, a fondly remembered
animated series that borrowed heavily from the
Stan Lee/Jack Kirby comics for its adventures of
Mr. Fantastic, the Invisible Girl, the Thing, and the
Human Torch.
By 1968, superheroes were falling out of
vogue. While Batman and Robin twice guest starred
with — of all characters — Scooby-Doo in the first
season of The New Scooby-Doo Movies
(1972-1974), Hanna-Barbera didn't produce a
superhero program again until 1973 — and this time
they struck gold. Super Friends, a kid-friendly ver-
sion of DC Comics' Justice League of America,
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Harvey Heroes
began on ABC in September 1973, starring Super-
man, Batman and Robin, Wonder Woman, and Aqua-
man, with their "junior Super Friends" teenagers
Wendy and Marvin (with Wonder Dog!), later
replaced by the shapeshifting alien teens the Won-
der Twins (with the monkey Gleek!). In a variety of
incarnations, Super Friends continued well into the
mid-1980s.
The success of Super Friends prompted
Hanna-Barbera to try its hand at original super-
heroes again with Hong Kong Phooey (1974-1976),
a kung-fu superhero canine. Their next effort: Dyno-
mutt, Dog Wonder, which began a successful run in
1976. Dynomutt was a laughably clumsy robot with
extending paws hero who, along with the no-non-
sense, square-jawed Blue Falcon, tackled evildoers
in Big City. Captain Caveman and the Teen Angels
(1977) featured a mumbling, diminutive (and very
hairy) stone-age superhero released (by teenage
Charlie's Angels clones) into the present after a
lengthy deep freeze. Captain Caveman (voiced by
Mel Blanc, of Bugs Bunny fame) flew into action
with a club like Mightor's and a deafening battle
shriek ("Captain Ca-a-a-avema-a-a-an!") before being
shuttled off his own series into supporting-cast sta-
tus in The Flintstones Comedy Show (1980) and its
offshoots. After appearing in their own Hanna-Bar-
bera cartoon program from 1970-1973, basketball
stars the Harlem Globetrotters got superpowers in
the short-lived The Super Globetrotters (1979).
Many of Hanna-Barbera's heroes have enjoyed
exposure beyond their television roots. Space
Ghost (in his original form and his Coast to Coast
revamp) has materialized over the decades into
comic books from several publishers, and Gold
Key's Hanna-Barbera Super TV Heroes anthology
(1967-1969) spotlighted not only the Ghost but
also the Herculoids and several other characters.
Space Ghost, Frankenstein Jr., and Shazzan each
starred in Big Little Books, and most of the compa-
ny's superheroes were merchandized in some fash-
ion during the 1960s, from Give-a-Show projector
slides to Whitman Publishing Company coloring
books to perhaps the most unusual Hanna-Barbera
collectible, the box of Space Ghost and Franken-
stein Jr. "Bubble Club" bubble bath soap from
Purex. Since the late 1990s, Space Ghost Coast to
Coast pins, T-shirts, and coffee mugs have been
available, as licensing and merchandising have
become synonymous with successful animated
properties. In the early twenty-first century, action-
figure lines have immortalized Space Ghost and his
villains; Blue Falcon and Dynomutt; and Birdman.
Upscale coldcast porcelain sculptures of Space
Ghost and "Harvey" Birdman were also released in
2002 and 2003.
Since the 1980s, reruns of the original car-
toons starring Hanna-Barbera's heroes have
appeared on television in syndicated anthology
shows and on cable's Cartoon Network and
Boomerang. With this recurring airplay, it is
inevitable that these superheroes will maintain a
long-lasting berth in pop culture. — ME
tiaxvey Heroes
To solely consider Harvey Comics as the home of
Casper and Richie Rich is to undervalue a signifi-
cant publishing and entertainment empire whose
benchmarks far exceed friendly ghosts and poor lit-
tle rich boys.
Alfred Harvey — born Alfred Harvey Wiernikoff,
later changing his surname to his middle name,
with his parents, his brother Leon, and lastly, his
brother Robert following suit — made his first profes-
sional sale as a cartoonist in 1927. He was soon
taken under the wing of publisher Victor Fox, and by
the end of the 1930s had risen to Fox Features
Syndicate's managing editor position, working with
Joe Simon, Jack Kirby, and other luminaries, as well
as journeymen galore, in the early days of American
comic books.
Harvey branched out on his own in 1940,
establishing Alfred Harvey Publications. Pocket
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Harvey Heroes
Comics #1, a one-hundred-page, digest-sized peri-
odical, was Harvey's initial effort, seeing print in
1941, with Fun Parade, a cartoon compilation,
becoming the company's second title. Pocket was
the home of Harvey's first superhero hit, the Black
Cat. Secretly actress Linda Turner, the Black Cat —
"Hollywood's Glamorous Detective Star" — turned
heads as one of the first superheroines to grace
this burgeoning entertainment medium. Black Cat
was too big a star to be tucked away in Harvey's
Pocket: She soon was awarded her own title, a rarity
for female characters of comics' Golden Age
(1938-1954), with story and art contributions by Al
Gabrielle (the character's creator), Pierce Rice, Joe
Kubert, and Lee Elias, among others.
Harvey's twin brother, Leon, became his partner
in 1942 when Alfred served a military stint. The
company purchased Speed Comics from Brookwood
Publications. Speed was the home of two rather
generic superheroes: Shock Gibson (a.k.a. the
"Human Dynamo") and Captain Freedom. Shock,
first seen in Speed Comics #1 (1939), was actually
Robert Gibson, a wealthy tinker who stumbles
across a means of "humanizing" electricity. Firing
electrical bolts from his hands, Shock Gibson wards
off Japanese invaders and clobbers bad guys as
"America's champion of liberty and justice." Captain
Freedom, a star-spangled stalwart, followed patriotic
heroes like the Shield and Captain America by crack-
ling into print in Speed #16 (1941). Behind his red-
white-and-blue garb was Don Wright, a newspaper
publisher, who dons his guise to charge to the aid of
a kid gang known as the Young Defenders.
Another early Harvey series was Champion
Comics, later Champ Comics, an anthology that ran
through the early 1940s and featured costumed
and noncostumed heroes including the Champ,
Duke O'Dowell, Neptina, the Liberty Lads, Jungle-
man, the Human Meteor, and Doctor Miracle, Mas-
ter of Magic. Harvey also published Spitfire Comics
in 1941, starring the headlining hero, Spitfire, and
other uniformed fighters like the Clown and Fly-Man.
Black Cat and, arguably, Shock Gibson aside, Har-
vey's early superhero comics were rather pedestri-
an, as were most titles of the era, and no charac-
ters attracted much of an audience.
In 1942, Harvey acquired publication rights to
the radio hero The Green Hornet (comic books star-
ring the Hornet had previously been produced by a
company called Holyoke). This licensed property
inaugurated a trend for Harvey: Throughout the
1940s, the publisher released titles based on a
host of concepts from newspaper strips, including
Joe Palooka, Blondie, Terry and the Pirates, Dick
Tracy, Steve Canyon, and Li'l Abner. Most of these
titles sold solidly, anchoring Harvey with profitable
product in the superhero bust that followed World
War II. Simon and Kirby, undeterred by this postwar
attrition of caped crusaders, created another super-
hero comic for the publisher in 1946: Stuntman,
the "New Champ of Split-Second Action," a male
counterpart to Black Cat. Stuntman was retired
after three issues.
Throughout much of the 1940s, Harvey was
known in print as Family Comics, a reference to its
innocent subject matter and, quite possibly, a nod
to its familial business union. By the end of the
decade, another brother, Robert, became a partner
in the business. (Joked authors Steve Duin and
Mike Richardson in their 1998 historical tome,
Comics: Between the Panels, "Everything's relative.
Or — as was the case at Harvey — everyone is.")
Some historical sources have credited Alfred, Leon,
and Robert as collectively launching Harvey Comics,
but, in a September 2000 letter to Animation World
Magazine, heir Alan Harvey wrote, "Harvey was NOT
'founded in 1939 in New York City as a comic book
company by brothers Alfred, Leon, and Robert Har-
vey,' as your article states. Harvey was founded in
1940 by Alfred Harvey as 'Alfred Harvey Publica-
tions.'" The company was dubbed Harvey Publica-
tions in 1946, and within a few years bore Harvey
Comics logos on its covers.
In the 1950s, Harvey Comics continued to pro-
duce licensed titles based on newspaper strips, but
temporarily veered from its wholesome publishing
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Harvey Heroes
Speed Comics #40 © 1945 Harvey Comics.
COVER ART BY RUDY PALAIS.
image by releasing five horror titles, one of which,
Black Cat Mystery, bumped the book's former star-
ring superheroine into limbo. Historians Duin and
Richardson noted that Harvey's horror output
exceeded the industry's titan of terror titles, EC
Comics: "Between 1951 and 1954, Harvey pub-
lished 96 horror comics, five more than EC." It was
in the 1950s, however, that Harvey defined itself, by
obtaining the publication rights for a handful of ani-
mated series which it later purchased as its own:
Casper the Friendly Ghost, Little Dot, Baby Huey,
Wendy the Good Little Witch, Richie Rich, Sad Sack,
and others. Harvey brought those characters to TV
animation in the 1960s, and in the 1990s and
2000s to live-action theatrical films, made-for-TV
movies, and direct-to-video movies.
Always willing to experiment with popular
trends, Harvey continued to irregularly produce a
smattering of superheroes. To capitalize on the
3-D movie craze of the 1950s, Harvey published
Captain 3-D #1 in December 1953. This rather
nondescript superhero had the good fortune of
being illustrated by Kirby and Steve Ditko (Ditko
would, in 1962, become famous as the artist of
The Amazing Spider-Man). Kirby's former partner
Joe Simon, at one juncture during his long career,
worked as a Harvey editor. When the live-action
Batman television show (1966-1968) ignited a
superhero explosion, Simon released such short-
lived features as Jigsaw (the "Man of a Thousand
Parts"), Spyman (the hero who employed an
"electro-robot hand"), Unearthly Spectaculars (an
anthology starring the ice-inducing Jack Q. Frost,
dubbed "The Coolest Hero in Comics," and Tiger
Boy, a teen who could morph into a tiger — while
maintaining his human head!), and Thrill-O-Rama.
The latter series premiered with a Mandrake the
Magician clone, "The Man in Black Called Fate,"
then introduced an Aquaman-like hero named
Pirana (the "Deadliest Creature in All the
World"). Also during this period, Harvey pub-
lished two issues of Will Eisner's The Spirit, and
a one-issue reprint of Simon and Kirby's 1950s
cold-war superhero satire Fighting American. The
publisher concluded the decade with its oddest
superhero effort, a one-shot starring a superpow-
ered grocer: Fruitman (the "World's Peachiest,
Berry Grapest Superhero").
Ultimately existing exclusively on its kid-friendly
cartoon characters, Harvey Comics closed its doors
in 1982, but reopened shop in 1986 with Alan Har-
vey at the helm. The company was sold to an out-
side party in 1989, and focused more on mass-
media (mostly film) exposure of the characters, per-
manently discontinuing its comics line in 1994. The
classic Harvey characters are, as of 2004, repre-
sented by Classic Media, with the exceptions of
Sad Sack and the Black Cat, who are owned and
occasionally published by Alan Harvey. — ME
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**9
The Hawk and the Dove
IheHawk
and the Owe
The Hawk and the Dove could only have sprung
from the tumult of the late 1960s, and the pair
encapsulated the conflicting ideologies Americans
felt about the Vietnam War. The strip was the brain-
child of the great comics maverick Steve Ditko, who
dreamed up the concept of an aggressive super-
hero (the Hawk) teamed with a pacifist partner (the
Dove). Ditko both plotted and drew the feature's
first appearance in Showcase #75 (in 1968) but DC
Comics paired him with writer Steve Skeates, who
dialogued the strip. The first story introduced read-
ers to brothers Hank and Don Hall, students during
the time of the Vietnam War, who are transformed
into a pair of superheroes by a voice in their heads
(later revealed to be the Forces of Order — whoever
they might be), the twist being that, while
Hank/Hawk is more than happy to weigh in with
both fists flying, Don/Dove refuses to fight.
In a delicious irony, the Hawk and the Dove
conflict was mirrored by the strip's creative team.
Staunch conservative Ditko plotted the stories with
the idea that the Dove was essentially a useless
weakling, while arch-liberal Skeates sympathized
with pacifism and effectively rewrote the tales to
favor the Dove. The feature was a hit in Showcase,
and five months later was given its own title, aptly
called The Hawk and the Dove. However, Ditko quit
after two issues, unhappy with the direction the
comic was taking. The dilemma of what to do with a
superhero who will not fight eventually came to a
head when Ditko's successor, Gil Kane, finally
bowed to the inevitable and had the Dove batter
some hoods into submission, mistakenly believing
them to have killed his brother. Despite this, the
public seemed unsure of what to make of the team
and the comic was canceled with its sixth issue (in
mid-1969), but editor Dick Giordano believed in the
concept and took the heroes over to another of his
titles, the Teen Titans. After five issues as team
members, the Hawk and the Dove were cast aside
by an incoming editor and fell into obscurity.
With the exception of a brief return to the Teen
Titans in 1978, the duo's next significant appear-
ance was in DC Comics' house-clearing exercise
Crisis on Infinite Earths. Among the various heroes
killed off in this miniseries was, inevitably, that
perennial whipping boy, the Dove — crushed by a
falling wall. Surprisingly, the Dove's death seemed
to remind DC that it had a good concept going to
waste and so, soon after, the husband-and-wife
team of Karl and Barbara Kesel revived the strip
with a five-issue miniseries in 1988. It seems that
the ever-vigilant Forces of Order had noticed the
Dove's demise and promptly gave his powers to a
new hero, this time a girl: young student Dawn
Granger. After his brother's death, the ever-volatile
Hawk had become more violent than ever, but even-
tually he accepted the new Dove, who in any case
was a bit more proactive than the original had been.
The miniseries contrasted crunchingly violent
action with some zippy dialogue, and led to a regular
series in 1989, but the fates were against it. DC had
plans for a title called Armageddon 2001, which was
to involve Captain Atom turning bad and becoming a
villain called Monarch, but at the last minute word got
out to howls of fan protest and, in their search for a
replacement, the publishers settled on the Hawk. As
Monarch, the Hawk was supposed to have killed just
about all of DCs heroes, but a character called
Waverider traveled back from the future to stop him in
the nick of time. Perhaps inevitably, Armageddon
2001 was followed by yet another earth-shattering
miniseries in 1994: Zero Hour. Once again, the
Hawk/Monarch was back, this time as the even more
villainous Extant. In the ensuing battle, Extant killed or
maimed various members of the Justice Society in a
manner that would surely have horrified his creators.
Never a company to abandon a concept for
good, DC revived the The Hawk and the Dove title
once more in 1997 for a five-issue run with a com-
pletely different duo. Once again, the Forces of
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Hawkeye
Order bestowed their powers on two young people,
but this time the genders were reversed, with the
Hawk being army cadet Sasha Marten and the Dove
a laid-back rock musician called Wiley Wolverton.
Another new twist was that, on shouting out the
name "Hawk" or "Dove" (the traditional method
used by previous Hawks and Doves to transform
themselves), the pair sprouted wings and devel-
oped piercing shrieks. The inevitable personality
clashes were tempered by a growing romance, but
the amiable strip did not lead to any further starring
appearances from this unique superhero team
(though a version of Dove has been seen in the Jus-
tice Society of America book JSA, and in early 2004
fandom buzzed with the possibility of the duo's
return in some form to Teen Titans). — DAR
Hawkeye
After a short career as a supervillain, Clint Barton,
alias Hawkeye the Archer, has been a nearly con-
stant fixture in the Marvel Comics firmament. His
first appearance was in the Iron Man strip in Tales of
Suspense #57 (1964), which relates how he leaves
a successful career as a circus archer for the newly
fashionable occupation of superhero. Stumbling
across a jewelry heist, he is mistakenly taken by the
police to be the gang's ringleader. Embittered by the
experience, he turns to crime, spurred on by the
deadly Russian spy, the Black Widow. Following sev-
eral attacks on Iron Man, he sees the error of his
ways when the Black Widow is seriously injured by
her communist masters. As luck would have it, the
Avengers are advertising for new members, and he
is duly welcomed into the team. And so began Hawk-
eye's decades-long association with this superteam.
With his troubled background as an orphan,
brought into the circus by the treacherous Swords-
man, Hawkeye was something of a rough diamond,
initially hot-headed, arrogant, and prone to wise-
cracking. Inevitably, readers took him to their hearts,
and he was one of the Avengers' most steadfast
members for a good ten years. While not physically
as imposing as his colleagues, he possessed a per-
fect aim and, with his seemingly inexhaustible supply
of trick arrows (acid spray, power blast, suction, deaf-
ener, flare, knock-out gas), he made a valuable contri-
bution to the group. However, throughout the 1960s,
the ever-present Black Widow (whom he gradually
convinced to defect) was a regular presence in the
comic and on his mind. At the end of that decade, in
order to rescue his beloved, Hawkeye took a swig of
growth serum and became the giant-sized Goliath, a
role he kept for the next several years.
The next Hawkeye to hit the comics scene was a
villain from an alternate Earth and a member of the
Squadron Supreme (Avengers #85), a kind of anti-
Avengers based satirically on DC Comics' Justice
League; this Hawkeye later became known as Golden
Archer. Despite his own formidable abilities, Clint Bar-
ton/Goliath was always vulnerable to a sudden loss
of growth serum, and when that finally happened dur-
ing the renowned Kree-Skrull War (in 1971), he found
that his old skills as an archer had not deserted him.
Although he was briefly happy as Hawkeye once
more, the ensuing decade (and indeed his subse-
quent superhero career) was a restless one, which
saw him leave, rejoin, and leave the team again. Dur-
ing his various absences from the Avengers, Hawk-
eye joined the Defenders, briefly adopted the Golden
Archer's name to pose as a villain and coax a disillu-
sioned Watergate-era Captain America out of retire-
ment, and rode off into the West with the time-dis-
placed cowboy hero the Two-Gun Kid.
In the late 1970s, following yet another stint
with the Avengers, he was rejected by a government-
appointed advisor and quit superheroing in disgust,
ending up as chief of security at Cross Technologies.
This period is later described in Hawkeye's first solo
outing (in a 1983 miniseries), which was followed by
starring roles in Solo Avengers and Avengers Spot-
light. Inevitably, Cross Technologies turned out to be
a front for organized crime, but during the ensuing
ruckus Hawkeye fell in love with and married the
reformed criminal Mockingbird. Together, the pair
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Hawkman
recruited their own team, the West Coast Avengers
(featuring Iron Man, Tigra, and Wonder Man), which
contributed to making the 1980s probably Hawk-
eye's finest hour commercially.
Perhaps reasoning that nothing breeds apathy
more than contentment, Marvel then decided to
wreck poor old Hawkeye's life. The West Coast
Avengers began to fall apart and his beloved Mock-
ingbird was killed by the evil demon Mephisto (an
uneven contest if ever there was one). The rest of
the group split off to form the Force Works, while
Hawkeye retreated to the wilderness to indulge in
some serious brooding. Feeling the need for human
company, he drifted back to the Avengers before
becoming restless once more and deciding to throw
in his lot with Marvel's newest team, the Thunder-
bolts. This was one of the surprise hits of the
1990s, and its premise of a group entirely made up
of masquerading ex-criminals was clearly as innova-
tive and tempting to an ex-baddie like Hawkeye as it
was to its many fans. In 1998, his second solo
comic hit the stands, but by 2003 the Thunderbolts
concept was in trouble and the title was radically
reworked into a supervillain equivalent of David
Fincher's film Fight Club (1999). Hawkeye was out
of a job once more, though yet another solo series
(and Avengers slot) were ongoing as of early 2004.
In an age where the cosmic is commonplace,
the notion of a hero armed with nothing but a bow
and arrow is almost impossibly quaint, but at the
same time rather refreshing. Hawkeye's combative
persona may have been a blueprint for generations
of dysfunctional anti-heroes, but his essential hon-
esty and charisma will doubtless inspire future writ-
ers and readers. — DAR
Hawkgirl: See Hawkman
Hawkman
A regular fixture in the DC Comics universe since
his inception in 1940, Hawkman has gone through
many changes over the years. The original Hawk-
man first appeared as a backup feature in Flash
Comics #1 but soon graduated to cover status,
alternating with the comic's other star, the Flash.
Hawkman was wealthy amateur archaeologist
Carter Hall, who discovers that he is in fact the rein-
carnation of Prince Khufu, one half of a pair of leg-
endary ancient Egyptian lovers. Searching out his
long-lost love, he comes upon Shiera Saunders;
their meeting reactivates their memories of the
past. As a result, Hall rediscovers the secret of the
"ninth metal," which he uses to make an antigravity
belt, and then dons a shirtless costume with
hawk's-head mask and giant, feathered wings.
Saunders is aware of Hall's secret identity from the
beginning but has to wait two years before joining
her beau (and future husband) as Hawkgirl. Need-
less to say, she wears a shirt.
The feature was created by the prolific writer
Gardner Fox, with art initially by Dennis Neville. The
latter was soon replaced by Sheldon Moldoff and
subsequently, after World War II, by the teenage
prodigy Joe Kubert. It is often said that the charac-
ter was inspired by a race of Hawkmen prominently
featured in the Flash Gordon newspaper strip; true
or not, the Hawkman feature proved to be quite a
hit in its own right. Hawkman was soon one of the
founding members of the Justice Society, later
becoming its chairman, and was the only hero to
star in all 57 issues of All Star Comics, as well as
appearing in more than 100 issues of Flash
Comics. While the concept and artwork were
strong, critics have noted that the feature lacked
depth and had only a few memorable villains, such
as the Human Fly Bandits and the Ghost.
Along with many other DC heroes, the original
Hawkman last appeared in 1951 and had to wait
ten years before being revived as part of the com-
pany's Silver Age (1956-1969) explosion. The new
Hawkman was showcased in six issues of The
Brave and the Bold in very impressive tales by the
old team of Gardner Fox and Joe Kubert. After a
series of backups in Mystery in Space, Hawkman
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Hawkman
was finally granted his own comic in 1964, though
Kubert was then replaced by the elegant Murphy
Anderson. As with so many other DC heroes, this
new Hawkman was based in science; he was Katar
Hoi who, along with his wife, Shayera, was a police-
man from the planet Thanagar, hot on the trail of
shape-changing villain Byth. Once on Earth, the pair
decided to stay in Midway City, ostensibly to study
local police techniques, and they soon settled down
to day jobs as museum curators, in between crime-
fighting capers as Hawkman and Hawkgirl.
Like their 1940s predecessors, this pair flew
with the help of antigravity belts but differed in
being able to talk to birds and in their predilection
for ancient weapons, such as bows and arrows, bor-
rowed from the museum. They soon amassed a col-
orful array of foes, such as the Shadow Thief, the IQ
Gang, Matter-Master, the Crocodile People, and
winged gorillas. However, unlike Marvel Comics'
more three-dimensional heroes, Hoi and Shayera
were a rather colorless, resolutely middle-class,
middle-aged couple (not at all "alien"), and when
Anderson left the comic it soon ran into trouble,
ending with issue #27 in 1968. Hawkman joined
the Justice League of America in the mid-1960s
and was a staple of the team for ten years, but he
had to be satisfied with backup slots in various DC
comics (and a couple of Showcase issues) through-
out the 1970s.
From the mid-1980s on, DC Comics decided
that, come what may, there should be a Hawkman
comic out there, resulting in seven completely dif-
ferent revivals. At various points in the 1980s and
1990s, the publisher has tried to simplify the
increasingly long and complex history of its main
stars, often resulting in sheer confusion for their
readers, and nowhere has this been more true than
in the case of Hawkman. Following two revivals that
pitted the Hawks against an imperialist Thanagar
bent on invading Earth, a third title — Hawkworld—
introduced a different Katar Hoi, dressed in a sort
of body armour. The success of this miniseries led
to a regular title in the 1990s that saw the new
The Brave and the Bold #36 © 1961 DC Comics.
Katar and Shayera Hoi travel to Earth as escorts to
the Thanagarian ambassador; they were soon
exiled as traitors.
DC initially intended this Hawkman to super-
sede the two earlier (revived) versions — which read-
ers were meant to ignore — but soon enough the
previous, Silver Age version was back on the scene,
rewritten as an impostor. Fans of the hitherto noble
and upright Hawkman 2 had a hard time accepting
him as a treacherous spy, and recent writers have
tried to forget that unfortunate plot twist. The most
recent version of Hawkman follows on from DCs
Zero Hour series, where all previous incarnations
are somehow merged together; the new Carter Hall
is once more a reincarnation of Prince Khufu, while
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**s
Hellboy
his partner Kendra Saunders is somehow a reincar-
nation of Shiera. However much DC has tested the
patience of its readers, the elegance and simplicity
of a superhero with wings should continue to entice
readers of succeeding generations. — DAR
Hellboy
One of the surprise hits of the 1990s, Hellboy mixed
horror, superheroics, and the darkest of humor,
spawning a mini-merchandising industry in its wake.
Throughout the 1980s and 1990s, creator Mike
Mignola was something of a journeyman artist, flit-
ting from title to title and slowly evolving an increas-
ingly dark and expressive style. The emergence of
Image Comics prompted Mignola, Art Adams, Frank
Miller, and other artists to set up their own imprint,
Legend, but not wanting to self-publish, they
arranged for Dark Horse to become their distributor
while they retained ownership of their characters
and their imprint. Remembering a sketch he had
drawn in 1991 of a striking-looking character that he
called Hellboy, Mignola developed the concept fur-
ther, and by 1993 he was ready to be unleashed.
Hellboy was first introduced to fans at the
1993 San Diego Comic-Con, in a section of a Dark
Horse giveaway comic (aptly called San Diego Con
Comics), and was exposed to a wider audience
through a guest shot in John Byrne's Next Men title
later that year. Hooking up with Byrne as scripter,
Mignola brought out the first Hellboy comic proper
in early 1994, and such was its success that the
four-issue miniseries, Hellboy: Seeds of Destruc-
tion, has been in print ever since.
Hellboy is a large, muscular, red-skinned
apparition, half man and half demon, with a tail,
horns (which he regularly saws off), and a gigantic,
iron-gloved right hand. Much of his background has
been left deliberately obscure, but it has been
revealed that, during World War II, he was sum-
moned to Earth — as a child — by a cabal of Nazi
Hellboy #1 ™ & © 1994 Michael Mignola.
COVER ART BY MIKE MIGNOLA.
necromancers, in a ceremony that was broken up by
allied troops and mystics. Adopted by a British para-
psychologist, who was killed in the first story, Hell-
boy grew up to be a force for good, and his constant
battle against his demonic heritage has been very
much a feature of the series.
As the comic has progressed, more details of
his past have slipped out, including the revelation
that he was born to a human mother in hell, and that
he is apparently the harbinger of the Apocalypse; this
he was not happy to hear. For decades, Hellboy has
apparently been a member of an international group
of investigators, the Bureau for Paranormal Research
and Defense (BPRD), which sends its investigators
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Hellboy
From Hellboy #1 ™ & © 1994 Michael Mignola.
around the world to research the unknown and the
terrifying. Like so many heroes of the 1990s, Hellboy
breaks the tradition of the classic superhero, in that
he has no alter ego, supercostume, or superheroic
trademarks — save for incredible strength, which he
metes out on unsuspecting criminals and villains.
The first story, spread over four issues, set the
tone for the succeeding tales with its collection of
monsters, haunted houses, evil magicians (in this
case Rasputin), Nazis, and the threat of world
destruction. This and other stories co-starred Hell-
boy's fellow BPRD members, most notably the pyro-
kinetic Liz Sherman, Roger the Friendly Homuncu-
lus, and Abe Sapien, a scaled amphibian who was
originally placed in suspended animation by fright-
ened townsfolk in the nineteenth century. Other
episodes have featured werewolves, pig-men,
harpies, gorgons, ghosts, giant rats, demons,
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**
Heroes for Hire
homunculi (man-made monsters, a la Frankenstein),
world-destroying worms, and Nazis by the score. In
fact, most of the Hellboy tales appear to involve left-
over Nazis of some description or another, whether
it be Nazi corpses returning from space, disembod-
ied Nazi heads floating around, vampire Nazis, or an
endless supply of deformed Nazi scientists. As
outre as some of the material is, however, Mignola's
mordant humor and taste for the absurd always
make it eminently readable.
Mignola has released his tales sparingly in a
succession of miniseries, collections, and one-
shots, in yarns ranging from a few pages to the epic
1996 five-issue "Wake the Devil" story. As of 2004,
more than twenty issues of the comic have
appeared, all of which have been collected in book
form, and they have proved to be consistent sellers.
In the process of writing the comic solo since
1995, Mignola has grown as a writer and artist,
constantly paring his dialogue and art down to a
striking minimalism. His Hellboy style is a mass of
dark, menacing shapes, with figures rendered in an
almost abstract way, and it has inspired many
artists in its wake. Mignola always saw the series
as an opportunity to combine his two great loves:
the atmospheric horror milieu, full of menacing
creatures, crumbling castles, and bleak locales, and
the power and excitement of superhero comics. An
avowed fan of legendary artist Jack Kirby, Mignola
fills his strips with enormously muscular beasts
engaging Hellboy in vast fight scenes, often reduc-
ing all around them to rubble.
The comic's success has led to all manner of
tie-ins, crossovers, and merchandise, almost from
its inception. Crossovers have included miniseries
with Ghost, Batman, Starman, Savage Dragon, and
the little-known Pain Killer Jane. Spin-off titles have
ranged from several BPRD series to an Abe Sapien
one-shot and Hellboy Junior. In addition, noted hor-
ror writer Christopher Golden has taken the hero in
a new direction with a series of prose novels, illus-
trated by Mignola: Hellboy: The Lost Army; Hellboy:
Odd Jobs; and Hellboy: Bones of Giants. As if all
that were not enough, a bewildering amount of mer-
chandise has tempted the devoted fan, including
Hellboy caps, prints, games, lighters, calendars,
watches, lunch boxes, figures, statues, and tum-
blers. Even so, this is nothing compared to the
deluge of tie-ins that accompanied the keenly antici-
pated Hellboy movie. This live-action feature film,
whose screenplay was co-written by Mignola, was
released in April 2004. Directed by Guillermo del
Toro, the film stars Ron Perlman.
Since its inception, Hellboy has consistently
been one of the most influential and finely crafted
titles in the shops, and Mignola is still very much at
the peak of his powers. His graphic style has already
influenced one major movie: Disney's Atlantis the
Lost Empire (2001) was clearly created in the image
of his strips, Mignola himself consulting on the film's
overall design and background settings. With the
arrival of the Hellboy movie, Mignola's influence in
both the comic-book world and American popular cul-
ture will undoubtedly grow. — DAR
Heroes for Hive
A revival, continuation, and expansion of the "mer-
cenary superhero" concept that Marvel Comics orig-
inated in 1972 with its Luke Cage: Hero for Hire
comic, Marvel's latter-day Heroes for Hire series
began its brief run a quarter-century later. Written
by veteran comic-book fabulist John Ostrander (with
the collaboration of the equally august Roger Stern
on the premiere issue) with pencils by Paschalis
Ferry, Scott Kolins, Martin Egeland, and Mary
Mitchell, Heroes for Hire reunited Marvel's first
"professional" superhero Power Man (Luke Cage)
with his 1970s and 1980s crime-fighting partner,
the martial arts expert and "living weapon" known
as Iron Fist (Danny Rand). In the fondly recalled
pages of Power Man and Iron Fist (1978-1986),
this pair of mismatched yet complementary heroes
had founded Heroes for Hire, Inc., which allowed
the duo and associates such as the Daughters of
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The Hulk
the Dragon (female martial-arts adventurers Misty
Knight and Colleen Wing) to make a living by selling
(or as often by donating) their unique skills as body-
guards, detectives, and superpowered fighters.
Just as Marvel's editorial staff and publishing
program had grown exponentially since the pre-
miere of the original Luke Cage title, the superteam
assembled by Stern and Ostrander for Heroes for
Hire expanded greatly as well, bringing aboard the
Hulk, Hercules (now no longer an immortal), Ant
Man (Scott Lang), the Black Knight (Dane Whitman),
and the White Tiger (another martial arts hero). As
in its predecessor series, Heroes for Hire dealt with
the conflict between doing good and doing well —
the tension that inevitably arises between being
heroic for ethical reasons and the need to keep pay-
ing the bills.
As the series unfolds, a diverse panoply of
other Marvel characters strut across its stage, rang-
ing from second-stringers such as the Golden Age
(1938-1954) Human Torch (who joins the team in
the second issue); Jane Foster, the human alter ego
of Thor's old girlfriend (Heroes for Hire #5, 1997);
Brother Voodoo (issue #13, 1998); She-Hulk (issue
#17, 1998); Quicksilver (Heroes for Hire/Quicksil-
ver Annual, 1998); and Shang-Chi, the Master of
Kung Fu (issues #18-#19, 1998-1999) to such
certified audience draws as the Punisher (issue #9,
1998) and the X-Men's Wolverine (issues #18-#19,
1998-1999). One significant plot thread recounts
Iron Fist's misguided effort to bring the mystical city
of K'un-Lun, the place where he was raised and
trained, to Earth from its native dimension. This
plan could have devastated the planet, and is finally
resolved in the four-issue Iron Fist/Wolverine: The
Return of K'un-Lun miniseries (2000-2001), written
by Jay Faerber and drawn by Jamal Igle.
Ultimately, Hero for Hire's revived supersquad-
for-profit failed to click with comics audiences; the
series was given its walking papers in 1999 after a
mere nineteen issues. Though the Marvel universe
still contains no dearth of wrongs to be righted, the
agency established by Power Man and Iron Fist still
has yet to reassemble. But like many real-world
entrepreneurs, Power Man, Iron Fist, and many in
their circle of working-stiff superheroes are no
strangers to the occasional failure, series-cancella-
tion, or even death; at some point in the future, they
can be relied upon to bounce back and resume
righting wrongs for love and money. — MAM
The Hulk
During the 1950s, Marvel Comics' publishing pro-
gram consisted largely of bizarre monsters with
names like Googam Son of Goom, Rommbu, and
Fin Fang Foom; the era represents the nadir for the
marketing of superheroes. But the immediate suc-
cess of Marvel's Fantastic Four(FF) series (which
debuted in November 1961) heralded an epochal
change in the funnybook business, with costumed
heroes supplanting monsters in much same the
way mammals began to rule the planet after the
dinosaurs died out. The FF's creators (scripter-edi-
tor Stan Lee and plotter-artist Jack Kirby) were keen
to follow up on their superteam's success, but did
so in a counterintuitive manner by launching a
bimonthly series titled The Incredible Hulk, the first
issue of which bears a May 1962 cover date. The
Hulk, a misunderstood, superstrong creature
spawned by atomic science run amok and driven by
rage, is uniquely transitional between the fading era
of monsters and the nascent age of superheroes.
In developing the Hulk, Lee and Kirby drew
upon three principal sources. One was the Thing,
the Fantastic Four's monstrous yet heroic strong-
man. Another was the laboratory-spawned creature
from Mary Wollstonecraft Shelley's Frankenstein (or
perhaps more precisely, the conception of him from
James Whale's 1931 film version). Robert Louis
Stevenson's The Strange Case of Dr. Jekyll and Mr.
Hyde (1886) was the third. "To me," Lee explained,
"[Frankenstein's] monster was the good guy. We
always saw that mob of idiots with torches chasing
Boris Karloff, who played the monster, up and down
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The Hulk
Shadows & Lightvo\. 1, #3 © 1998 Marvel Comics.
COVER ART BY JOHN BUSCEMA AND CLAUDIO CASTELLINI.
the hills until he went berserk, remember? He never
really wanted to hurt anybody. So I figured some
sort of misunderstood monster would be fun to
work with." But unlike the Thing, who was a warmly
regarded member of the Fantastic Four's family, the
Hulk's unrestrained rage made him a permanent
outsider, a fearsome creature capable of evoking
humankind's most atavistic nightmares.
In the Hulk's premiere appearance (The Incredi-
ble Hulk [IH] #1), Lee and Kirby introduced the emo-
tionally repressed nuclear scientist Robert Bruce
Banner, inventor of the gamma bomb. When teen-
ager Rick Jones sneaks onto the bomb's test site at
New Mexico's Desert Base, Banner races into
harm's way to push him into a protective trench,
only to absorb a vast quantity of gamma rays when
the device detonates. The irradiated Banner conse-
quently begins making nightly transformations into
a seven-foot, thousand-pound, gray- (later green-)
skinned monster with virtually limitless strength
and destructive capability, who embodies the dark-
est, angriest, and most antisocial aspects of Ban-
ner's personality. Lee saw the Hulk's ability to
change back and forth between his human form
and his (initially quite evil) monstrous aspect as key
to the character's success. "Why couldn't a mon-
ster have a secret identity? Never done before, far
as I knew. At least not in comics. It was wildly suc-
cessful when Robert Louis Stevenson did it in Dr.
Jekyll and Mr. Hyde."
The most important members of the series'
supporting cast are in place from the very begin-
ning: Air Force General Thaddeus E. "Thunderbolt"
Ross, who oversees security at Desert Base and
despises Banner, whom he loudly disparages as a
gutless "milksop"; Betty Ross, Thunderbolt's mousy
daughter, who despite being oppressed by her over-
bearing father is in love with Banner; and Rick
Jones, the only one (at first) to become aware of
Banner's dual nature, who repays the tortured sci-
entist by helping to limit the amount of havoc the
Hulk can wreak in a world that fears and hates the
creature. All of these characters were destined to
endure for decades.
But the Hulk's first comic-book series was
somewhat less fortunate; it lasted only six issues
before being canceled. But audiences were suffi-
ciently intrigued with the title character to justify his
continued guest appearances in other Marvel titles.
During his early visits to the pages of The Fantastic
four (vol. 1 #12, 1963; vol. 1 #25-#26, 1964) the
Hulk invariably fights that group's almost-as-strong
Thing, and also crosses paths with Spider-Man in
the wall-crawler's own title (The Amazing Spider-Man
vol. 1 #14, 1964). The Hulk even becomes a charter
member of another Lee-Kirby superhero team, the
Avengers (The Avengers vol. 1 #1, 1963), alongside
$fi
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The Hulk
Ant-Man, Iron Man, Thor, and the Wasp. Not a "team
player" by nature, the Hulk leaves the inchoate orga-
nization in the series' second issue. Thanks to read-
er reaction to his sporadic guest appearances, the
Hulk garnered a regular feature in Tales to Astonish
beginning in issue #60 (1964). After sharing the title
first with Giant-Man and later with the Sub-Mariner,
the Hulk eventually took over the magazine com-
pletely. With issue #102 (1968), the title was per-
manently rechristened The Incredible Hulk.
The characterization and appearance of the
Hulk have undergone countless changes since the
character's inception, and these transformations
began almost immediately. In his debut appearance
(though not in most reprints of same), the creature
has gray skin. "Unfortunately," Lee recalled, "in our
first issue the printer had trouble keeping the shade
of gray consistent from page to page. On some
pages his skin was light gray, on others it was dark
gray, and on some it looked black. Too confusing. So
for the next issue I changed his skin color to green,
a color the printer had less trouble with. Although it
was done on a whim, it turned out to be a fortuitous
choice because it gave rise to many memorable
nicknames for me to employ, such as the Jolly Green
Giant, 01' Greenskin, the Green Goliath, etc."
During the Hulk's Lee-Kirby run, the mechanics
of Banner's metamorphosis into the Hulk — during
which Banner initially retains his intellect, though
his personality becomes warped and evil — also
changed fairly early in the character's history. By
issue #4 of the first series (November 1962), Jones
is helping Banner to trigger his transformations by
means of a focused gamma ray beam, which
enables the Hulk to fight assorted villains (Tyran-
nus; General Fang) and invading aliens (Mongu, the
gladiator from space; the Metal Master) whenever
the need arises. In late 1960s Tales to Astonish
stories, Banner begins morphing into the Hulk
whenever he is roused to extreme anger rather than
because of the arrival of nightfall. Throughout the
Hulk's first series, his speech contains none of the
dumbed-down "Hulk Smash!" locutions that distin-
guish the character's run in the late 1960s and
throughout the 1970s. Initially his language has
more of a blue-collar, almost Archie Bunker-like
quality (he even calls an attacking soldier a "meat-
head" in the first series' fifth issue).
As his post-7a/es to Astonish series pro-
gressed, the Hulk's secret identity became common
knowledge, and the Green Goliath was increasingly
portrayed (by such scribes as Gary Friedrich, Bill
Everett, Roy Thomas, Archie Goodwin, and such
illustrators as Marie Severin and Herb Trimpe) as a
misunderstood, childlike creature of diminished
intellectual capacity and limited vocabulary (a la
Lenny from John Steinbeck's 1937 novel Of Mice
and Men) who turns his prodigious strength to
mindless destruction most often when hounded by
foes such as "Thunderbolt" Ross, who frequently
pits the full fury of the United States military
against him. And although he is often given to tem-
per tantrums set off by relatively minor provoca-
tions, the Hulk can also be peaceful and gentle
when left alone, a status he enjoys only rarely. This
characterization strikes a sharp contrast to the
Hulk's first appearances, in which he appears to be
evil and remorseless in his desire to attack humani-
ty; the destruction this middle-period Hulk causes is
actually more incidental than intentional. Underlying
the Hulk's rage is a theme of mutual emotional
repression — with Banner's personality attempting to
hold the Hulk in check, and vice versa — that per-
vades the series from its beginning. Countless
scenes depicting the Hulk methodically pounding
his way through impregnable walls relentlessly drive
the emotional-repression metaphor home.
An artifact of cold war-era nuclear anxieties,
the gamma rays that created the Hulk also
spawned some of the Jade Giant's most enduring
adversaries and allies. Tales to Astonish #90
(1967) served up foreign spy Emil Blonsky, whose
exposure to gamma rays transforms him into the
Abomination, a green-skinned superstrong being
who resembles a muscle-bound version of the Crea-
ture from the Black Lagoon. As criminally oriented
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The Hulk
as the Hulk is innocent, the Abomination's subse-
quent slugfests with the Green Goliath are legion.
IH #115 (1969) introduced uneducated janitor
Samuel Sterns; thanks to gamma rays, Sterns'
unrequited desire to be a genius manifested in his
transformation into the green-skinned, giant-
brained, would-be world-conqueror known as the
Leader, another one of the Hulk's long-term foes.
Psychologist Leonard Samson subsequently tries to
end Banner's transformations into the Hulk by
siphoning off some of his body's gamma radiation,
and uses it to turn himself into a green-haired,
superstrong being {IH #141, 1971). For many
years, "Doc" Samson continues studying and psy-
choanalyzing Banner and the Hulk (whom he is
sometimes forced to fight) in an unsuccessful effort
to find a permanent cure for Banner's affliction.
In one of the most poignant chapters in the life
of Marvel's misunderstood man-monster, the Hulk
enters the subatomic world of K'ai (IH #140,
1971), a realm inhabited by green-skinned
humanoids who are ruled by the benevolent
Princess Jarella. Here the Hulk finds not only the
acceptance he craves (the K'aians regard him as a
great hero, not a monster), but also the love of
Jarella. Best of all, he manages to retain the intel-
lect and emotions of Banner while using the Hulk's
prodigious strength to protect Jarella and her
people from various cosmic menaces. This story-
line, a product of the fertile mind of fantasist Harlan
Ellison and veteran comics writer Roy Thomas, ends
with the Hulk/Banner mourning Jarella's death, and
inspired later Hulk writers — such as John Byrne in
the 1980s and Peter David in the 1990s— to alter
the balance between Banner's and the Hulk's per-
sonalities, often to tremendous dramatic effect.
With the premiere issue of Marvel Feature
(December 1971), the Hulk once again tests his
misanthropic tendencies by joining a superhero
group, the misfit "non-team" known as the Defend-
ers. In addition to the Hulk, the group initially con-
sisted of Doctor Strange and the Sub-Mariner
(another outsider who has nearly as antagonistic a
relationship with the rest of humanity as does the
Hulk). After four issues of Marvel Feature, the
supergroup moved into its own bimonthly series
(The Defenders vol. 1 #1, 1972). The Hulk drifted in
and out of this loose agglomeration of heroes until
its dissolution in 1986, and returned to the group
when it reformed years later, in 2001.
With the Hulk's popularity at its zenith thanks
to a successful primetime live-action television
show starring Bill Bixby and Lou Ferrigno
(1978-1982, CBS), in 1980 Lee launched the
Hulk's first and only major spin-off with The Savage
She-Hulk (vol. 1, #1), in which Bruce Banner gives a
transfusion of his gamma-irradiated blood to his
injured cousin, lawyer Jennifer Walters. For the next
twenty-five months, Walters was large, green, and
often angry during her highly derivative adventures.
The character returned nine years later in a far
more innovative series titled The Sensational She-
Hulk (#1, May 1989), in which writer-artist John
Byrne toyed with traditional comic-book tropes in
various clever ways, including having the epony-
mous character break down the "fourth wall" by
grabbing panel borders and even addressing the
audience directly.
During the Hulk's first two decades, all of his
writers kept Banner and the Hulk essentially sepa-
rate from one another, at least in a psychological
sense; no serious, sustained attempt was made to
explore the deep connections between these two
personalities. Then, in stories that began running in
the large-format Rampaging Hulk magazine (January
1977-June 1981, known simply as The Hulk from
the tenth issue forward), writer Doug Moench posit-
ed that Banner suffered from multiple personality
disorder. Hulk scribes Roger Stern and Peter B.
Gillis bolstered this theory by contending that the
Opposite: From Shadows & Light vol. 1, #3 © 1998 Marvel Comics.
*o
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The Hulk
Hulk and Banner are entirely different creatures
who happen to occupy the same body (IH #227 ',
1978). This take on the Hulk changed radically with
writer Bill Mantlo's revelation (IH #312, 1985) that
the Hulk's rage comes not from gamma rays but
from the beatings that Banner received from his
alcoholic, abusive father during childhood. After
Banner's exposure to the gamma bomb, the authori-
tarian General Ross naturally becomes a lightning
rod for the scientist's deep well of repressed anger
toward his father. This development made possible
some of the most affecting and psychologically
complex Hulk stories ever penned, and resonated
well with the larger culture's growing interest in the
so-called "recovery movement," usually without ven-
turing too far into maudlin whining or touchy-feely
New Age excesses.
One of the highlights of writer-artist John
Byrne's brief stint on the series (beginning in IH
#314, 1985) is Banner and the Hulk being split into
independent entities in two separate bodies, there-
by shining a new light on the original Lee/Kirby
Jekyll-and-Hyde concept. Unshackled from Banner's
emotional restraint, the Hulk becomes a complete
berserker, more dangerous than ever before. Freed
of the capricious rages of the Hulk, Banner finally
marries Betty Ross, despite the attempts of her
father (who has become demented by his encoun-
ters with the Hulk) to kill him. But Banner's connu-
bial bliss is short-lived; Byrne's successor, writer
Allen Milgrom, quickly placed both the man and the
monster back into a single body, finishing up 1986
with a battle royal between the newly reconstituted
green Hulk and the original gray Hulk.
The Hulk arguably received his most riveting
portrayals — and underwent some of his most signif-
icant changes — during Peter David's lengthy writing
tenure, which began in IH #328 (February 1987)
and ended with issue #467 (August 1998). Among
the many highlights of David's run is Banner's meta-
morphosis into the gray Hulk who becomes a Las
Vegas mob enforcer known as Joe Fixit, a latter-day
Mr. Hyde in an Armani suit. This persona combines
ffi*
Banner's intelligence with the Hulk's strength, while
freeing Banner from his inhibition against using vio-
lence and trickery, the main tools of the gangster's
trade. David (working with such artists as Todd
McFarlane, John Ridgway, and Dale McKeown) built
upon Mantlo's multiple-personality concept by
exploring three distinct personalities: Banner, who
despite his emotional scars is capable of experienc-
ing a loving relationship with Betty; the intelligent,
scheming gray Hulk, who represses all of his "soft-
er" emotions; and the raging child represented by
the traditional green-skinned Hulk. Doc Samson
even succeeds in integrating these three personali-
ties into a single being, a sophisticated, intelligent
superhero — neither a rampaging brute nor a geeky
scientist — who becomes the leader of a supergroup
called the Pantheon (/H#400, 1992). David's Hulk
is also memorable for its clever, incisive dialogue.
In The Incredible Hulk: Future Imperfect (two
issues, December 1992 and January 1993), David
created a grim postapocalyptic future Earth where
the Hulk meets the Maestro, his future self— who is
also the ruler of this dystopian world. Like the
Leader, the Maestro had used guile and intelligence,
rather than brute strength, to conquer the human
race; the Hulk sees the Maestro as a cautionary
wake-up call, a warning that he might become as
hateful as his father unless he is very careful. After
returning to the present, the Hulk becomes increas-
ingly fearful of becoming the Maestro; consequently,
when he becomes angry he turns into plain, power-
less Bruce Banner, whose impotent tantrums sym-
bolize the Hulk's latest take on emotional repression
(IH #426, 1995). No longer an emotionally stable
superhero, the Hulk (with Betty, now his wife, at his
side) once again becomes a fugitive, hiding out in
small towns all over America. During this period,
Betty completes a transformation of her own, evolv-
ing from a helpless damsel to be rescued, to a
young bride mourning Banner's miscarried child, to
an independent, self-actualized woman. Unfortunate-
ly, at the end of the 1990s she contracts gamma-
radiation poisoning because of years of close prox-
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The Hulk in the Media
imity to Banner and ultimately dies at the gamma-
mutated hands of the Abomination.
Although his long-running series concluded with
issue #474 (March 1999), the Jade Giant returned to
prominence a month later with a new monthly title
(Hulk #1), following the creative vision of John Byrne
for the first seven issues. As the series unfolds (with
stories from such writers as Paul Jenkins, Fabian
Nicieza, Sean McKeever, and Christopher Priest, and
the illustrative talents of John Romita Jr., Kyle Hotz,
Joe Bennett, and Jon Bogdanove), Banner must con-
tend with a new incarnation of the Hulk that repre-
sents his intense guilt over Betty's death. This soon
leads to the emergence of the "Devil Hulk," a purely
evil Hulk who tries to use Banner's illness to gain
control of the scientist's body; subsequently, Banner
learns that each of his transformations into the Hulk
creates an entirely new personality, uppingthe ante
on his multiple personality disorder by a factor of
thousands. In the 2000s, the series was simplified
and revitalized again with an ominous, film noir-ish
treatment by writer Bruce Jones.
Over more than four decades, Banner and the
Hulk have received widely varying interpretations as
each successive creative team reinvents them to suit
the evolving sensibilities of comics audiences.
Through all of these nonstop, manifold changes, the
essential purity of the Hulk's dual nature — the eter-
nal tension between rationality and emotion, the end-
less twilight struggle between the id and the super-
ego — remains archetypally clear and literarily valid.
The series will certainly continue to grow, develop,
and fascinate for decades to come. — MAM
The Hulk
in the Media
Four years after his comic-book debut in The Incred-
ible Hulk#l (1962), the Hulk made his animated pre-
miere as part of the syndicated daily program for tele-
vision called The Marvel Super-Heroes. The fall 1966
series was the work of animators and producers
Robert Lawrence, Grant Simmons, and Ray Patterson
under the company name of Grantray-Lawrence. Each
weekday half-hour episode put the spotlight on a dif-
ferent hero with a three-part adventure. Captain Amer-
ica was Monday, The Incredible Hulk was Tuesday, Iron
Man was Wednesday, Mighty Thorwas Thursday (natu-
rally), and Sub-Mariner was Friday.
The Incredible Hulk's theme song was frighten-
ingly inept, but strangely catchy: "Doc Bruce Ban-
ner, belted by gamma rays, turned into the Hulk,
ain't he un-glamorays? Wreckin' the town, with the
power of a bull, ain't no monster clown, who is as
lovable ... The ever lovin' Hulk! Hulk! Hulk!" The ani-
mation was even more inept. Through a process
called xerography, artwork was transferred directly
from Marvel comic books onto animation eels. It
was then given a slight movement by jiggling the eel
or sliding it across a background. Occasionally,
blinking eyes or moving hands would give the illu-
sion of motion. However, because the stories were
taken directly from issues of The Incredible Hulk
and Tales to Astonish, the plots and characters
remained faithful. After one season of production,
The Marvel Super-Heroes show was canceled,
though it has shown up in syndication and on the
video market ever since.
Hulk's next television appearance was not until
November 4, 1977. That's the night that CBS
debuted The Incredible Hulk, a new live-action tele-
film from producer Kenneth Johnson and Universal.
A second two-hour pilot film was aired later in
November, and when ratings came in strongly, a
series was commissioned. While the pilot was suc-
cessfully released theatrically overseas, in the Unit-
ed States the regular television series began on
March 10, 1978.
The Incredible Hulk series departed from the
comics in several ways. The producers felt the name
"Bruce" sounded too gay, and asked Johnson to
change it (the "official" story would retroactively
become that they changed it to avoid the name's
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The Hulk in the Media
Bill Bixby (Dr. David Banner) and Lou Ferrigno (the Hulk) in The Incredible Hulk,
alliteration); the character became David Banner
thereafter. The budget would not allow for supervil-
lains, so Johnson's approach was to have Banner
and the Hulk deal with more intimate human issues
and traumas. Popular actor Bill Bixby was cast in the
title role of Banner, while the young two-time Mr. Uni-
verse Lou Ferrigno played the Hulk. Ferrigno endured
hours of makeup for each scene he filmed; in addi-
tion to his entire body getting painted green, he also
wore a prosthetic brow and a green wig. The series'
only other recurring character was Jack Colvin as
obnoxious reporter Jack McGee,
whose pursuit of Banner and his
secret brought him close to the
Hulk many times.
The Incredible Hulk was a
huge hit with audiences, spawn-
ing several theme park attrac-
tions at Universal Studios, and
adding a catchphrase to the Eng-
lish lexicon: Banner's admonish-
ment, "Don't make me angry. You
wouldn't like me when I'm angry."
Rare for a genre show, Hulk even
picked up an Emmy Award in
1979 (Mariette Hartley for Best
Dramatic Performance). Audi-
ences identified with the tragic
Banner and his loneliness, while
they also enjoyed the super-id
destructiveness of the Hulk.
By the fourth season, The
Incredible Hulk began to become
formulaic. Everyone knew that
Banner would end each episode
walking down the highway, alone,
so what was the draw for fans to
tune in the following week? Rat-
ings began to fall, and Universal
was also cutting the show's bud-
get. Production on the series final-
ly halted in the summer of 1981.
After five seasons — the last of
which featured numerous preemptions — The Incredi-
ble Hulk series left the air on May 12, 1982. Syndica-
tion and reruns followed, but the "Greenskin Goliath"
was not off the air in new adventures for long.
The Hulk had made a 1981 guest appearance
on the animated NBC series Spider-Man and His
Amazing Friends. Although the live show was over,
Marvel Productions put a Hulk animated series on
the fast-track. On September 18, 1982, The
Incredible Hulk and The Amazing Spider-Man
debuted, as a one-hour series with half-hour seg-
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The Hulk in the Media
merits for its two stars. Stan Lee narrated the
Hulk's adventures.
The stories hewed closer to their comic-book
origins, putting Banner back with the military, and
involving supporting characters such as Rick Jones,
Betty Ross, General Thunderbolt Ross, Major Ned
(in the comics, Glenn) Talbot, and others. Villains
included Doctor Octopus, Spymaster, the Puppet
Master, and others who imperiled Gamma Base.
The eleventh episode, "Enter: She-Hulk," introduced
Jennifer Walters, Bruce's cousin, as the woman who
gained Hulk's powers through a blood transfusion
Q'ust as happened in 1980 in the first issue of Mar-
vel's comic The Savage She-Hulk). Thirteen
episodes were produced, and rerun the following
year when the show changed titles to The Amazing
Spider-Man and The Incredible Hulk. That series
aired its last on March 31, 1984.
New World Pictures bought Marvel Comics in
1986 and wanted to turn its library of superheroes
into television series and feature films. The best
way the company felt it could do that was to utilize
a known quantity as a "backdoor pilot." The cast of
The Incredible Hulk reunited for a telefilm that aired
on NBC on May 22, 1988. Titled Return of the
Incredible Hulk, the show saw the live-action debut
of Thor (Eric Kramer), the hammer-wielding Norse
god. Ratings were high, but interest in a Thor series
didn't go anywhere.
A second telefilm aired on NBC nearly one year
later, on April 30, 1989. Trial of the Incredible Hulk
featured Banner seeking the services of blind
lawyer Matt Murdock (Rex Smith), who just happens
to secretly be the superhero Daredevil. Together,
the two work to bring down Wilson Fisk/Kingpin
(John Rhyes Davies) and clear Banner's name. Rat-
ings were solid, but a Daredevil series also failed to
materialize.
New World looked into developing further Hulk
telefilms to introduce She-Hulk, Wolverine, and Iron
Man, but decided to alter their plans, partially due
to Bixby and Ferrigno's growing restlessness in their
roles. A final telefilm was shot, airing on February
18, 1990. Titled The Death of the Incredible Hulk,
and directed by Bixby himself, the story found Ban-
ner close to a cure for his "condition," but the Hulk
must make the ultimate sacrifice to stop terrorists.
Reverting to Banner at the end as he dies, his final
words are, "I'm a free man now."
Unwilling to fully end the series, New World
came up with ways to continue the franchise. A tele-
film script titled "Metamorphosis" would have used
flashbacks to show how Banner's blood transfusion
turned a young woman into She-Hulk. But that pro-
ject lost steam, as did another telefilm, The Rebirth
of the Incredible Hulk. Bixby's death on November
21, 1993, meant that any further television reunion
plans were now impossible. Another She-Hulk pro-
ject — produced by film director Oliver Stone and
starring Ms. Olympia bodybuilding champion Cory
Everson — was scuttled after initial network interest.
At the Cannes Film Festival in summer 1991,
New World Pictures offered a fold-out sales sheet
with photos of actress Brigitte Nielsen painted
green, announcing that a She-Hulk feature film
would start filming soon. Carl Gottlieb wrote the
script and Tamara Asseyez was to produce, but the
picture was never made.
The Hulk himself next made a trio of guest
appearances in animated form: in a third-season
episode of Fox's X-Men in May 1995; in a second-
season episode of the syndicated The Fantastic
Four in November 1995; and in a second-season
episode of the syndicated Iron Man in February
1996. These were just a warm-up for an all-new ani-
mated series.
The Incredible Hulk debuted on UPN on Sep-
tember 8, 1996. Bruce Banner was back in action,
still struggling with his dark/green side as the Hulk
on Gamma Base, and still searching for a cure. Lou
Ferrigno returned also, to be the voice of the Hulk,
while TV and film stars such as Neal McDonough,
Genie Francis, Luke Perry, Mark Hamill, Kathy Ire-
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The Hulk in the Media
A computer-generated Hulk stars in the live-action film The Hulk.
land, Richard Moll, and Matt Frewer did regular or
guest voices.
Comic-book villains such as the Leader, Abomi-
nation, Wendigo, Doctor Doom, and Gargoyle
appeared, as did fellow heroes such as Thor, the
Fantastic Four, Ghost Rider, and Sasquatch. But the
primary guest-star was Banner's cousin Jennifer
Walters, blood transfused as She-Hulk. Appearing in
two first-season episodes, She-Hulk was promoted
to regular co-star with the series' second season,
and the title was changed to The Incredible Hulk
and She-Hulk. A total of twenty-one episodes were
produced in the two seasons. A third season saw
another title change, to The Incredible Hulk and
Friends, and a bump to hour-length with the addi-
tion of rotating reruns of the syndicated Fantastic
Four and Iron Man episodes. The series was finally
canceled on September 11, 1999.
Since the demise of the live-action Incredible
Hulk series, Universal Studios had put a feature
film on the development slate. John Turman devel-
oped the first script in 1994, working on the project
until 1996. In the late 1990s, Joe Johnston was
attached to direct, from a script by Jonathan
Hensleigh, but he stepped aside in 1997.
Hensleigh was then going to direct the film himself,
with special effects by Industrial Light & Magic.
Later, Scott Alexander and Larry Karazewski were
announced as having come aboard to script, and
actors Gregory Sporleder and Lynn Red Williams
were signed on to portray villains in the film. Early
in 1998, Hensleigh departed, and Michael France
came aboard to script, then Hensleigh came back
aboard to redraft the project and lower its projected
$100 million budget. The start date for shooting
came and went, and the film retreated back into fur-
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The Human Torch
ther development. In 2000, Michael Tolkin, then
David Hayter, took swings at the script.
Early in 2001, Academy Award-winning director
Ang Lee came onboard to direct the Hulk project,
with both himself and James Schamus working on
the script. Lee wanted to create a story that
explored both the psychological origins of the Hulk
and the scientific aspects. "Scientifically, I am
doing an academic study on how a cell can expand
and how a person can become a Hulk," Lee told
USA Today. With the part of the Hulk to be com-
pletely realized using computer-generated imagery
(CGI), casting began on the other leading roles. Aus-
tralian actor Eric Bana gained the part of Bruce
Banner, while Jennifer Connelly took her second
comic-book role (after The Rocketeer) as Betty
Ross. Sam Elliott and Josh Lucas played the parts
of General Ross and Major Talbot, while Nick Nolte
was written into the hitherto unseen role of Bruce's
father, David Banner. Even Stan Lee and Lou Ferrig-
no were given cameo sequences. On March 18,
2002, filming began.
Less than a year later, the film was wrapping
production and expectations were high. The biggest
question on the public's collective mind was, "Can
they make a CGI Hulk look convincing?" Audiences
saw their first glimpses of the creature during the
January 26, 2003 Super Bowl, teasing them until
later trailers debuted in theaters and online on Feb-
ruary 14. The $120 million film was released on
June 20, 2003, to great fanfare, following success-
ful releases for Daredevil and X2: X-Men United.
Audiences were pleased at the realism of the
CGI Hulk, at the comic-book-style visuals, and of the
surprise element that Bruce's father became the
(unnamed) Absorbing Man. Less enthusiasm greet-
ed the glacial pace of the film, the moody drama,
the silly "Hulk dogs" that menaced Betty and the
Hulk at one point, and the incomprehensible ending
battle. Still, The Hulk won its opening weekend with
a $62 million box office take. It plummeted during
its second weekend, though it did pass the $100
million mark. Overseas reactions and box office
business were mixed, but were enough to propel
the film to over $200 million worldwide, prior to its
October 2003 DVD release. In addition, the film
spun off a million-dollar merchandising campaign,
with Hulk tie-in books, games, action figures, noise-
making "Hulk fists," and assorted sundries hitting
the marketplace in stride. In traditional Hulk fash-
ion, the green giant even offered, "Bones no break
when Hulk drink milk," for the popular "got milk?"
ad campaign.
Despite the film's mixed critical reception and
not-as-high-as-hoped box-office take, a feature
sequel to The Hulk was announced by Marvel in mid-
2003. Although Marvel had previously talked about
negotiations for a Hulk animated series to follow the
first film, that project appears to have vanished from
development. Still, despite Kermitthe Frog's lament,
"It's not easy being green," the Incredible Hulk
seems to have smashed his own successful path
through Hollywood's media machine. — AM
The Human Torch
The Human Torch was one of the "big three" heroes
of Marvel (then known as Timely) Comics, along
with Captain America and the Sub-Mariner — and
one of the most popular Marvel superheroes of the
1940s. Like the Sub-Mariner, he was first seen on
the newsstands in Marvel Comics #1, in late 1939.
Historians believe that the Sub-Mariner came first
and that the Torch was created by Carl Burgos as a
counterpart to his friend Bill Everett's aquatic hero.
Both artists worked in the Funnies Inc. sweatshop
and were among several creators involved in pack-
aging together the first of a new comic line for pulp
publisher Martin Goodman. The comic, and particu-
larly the Torch and Sub-Mariner characters, proved a
hit, and Timely soon grew to become one of the
era's biggest companies, finally emerging as the
Marvel Comics that readers know today.
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The Human Torch
As the story in Marvel Comics #1 reveals, the
Torch is an android created by Professor Phineas T.
Horton, which accidentally bursts into flames when
exposed to oxygen, due to a design flaw. Disap-
pointed by his failure, Horton buries the poor crea-
ture in a glass tomb and sinks it in concrete, but
when an explosion accidentally releases the Torch,
he rampages through a nearby town, causing chaos
wherever he goes. Befriended by a crook called
Sardo, the Torch is lured into a life of crime until
rescued by Horton, who has his own agenda. See-
ing that the Torch can now control his flame, Horton
plans to exploit the Torch's powers for his own gain.
Disgusted by the professor's greed, the Torch heads
off on his own, to right injustices wherever he
encounters them, and he soon signs up as a mem-
ber of the police department (adopting the alter ego
Jim Hammond, though this temporary device is not
well-remembered today), rushing to the scene of
any crime or disaster.
Although he had no tool or weapons to speak
of, and his scant bodysuit costume disappeared
when he ignited into flames, the Torch's persona as
a red-hot flame intrigued readers. He could melt
bullets shot his way, fly, and create ropes of flame
and fireballs to subdue even the most dastardly
ne'er-do-wells. In his Torch persona, the hero was
unaffected by electricity and explosions, although
the force of a powerful blast was known to knock
him over. His number one vulnerability, of course,
was water.
In 1939, the superhero was still a very new
concept and only nine heroes preceded the Torch
and Sub-Mariner, many of them (Wonderman, the
Green Mask, the Masked Marvel) eminently forget-
table. So Timely's pair made a massive impact. The
Torch's regular spot in Marvel Mystery Comics (the
new name for Marvel Comics) was soon joined by
his own quarterly solo title and, as the United
States entered World War II, the Axis-smashing
Torch began to pop up elsewhere as well. Between
1939 and 1949, the Torch starred in almost 300
adventures in such titles as All Winners, Daring, All-
%&
Select, Captain America, and Mystic Comics —
almost tying Captain America for the greatest num-
ber of stories published for a 1940s Marvel hero.
For Human Torch #1, Burgos created a junior
sidekick for the hero (possibly inspired by the
recent emergence of Robin in Detective Comics), a
young counterpart called Toro, the Flaming Kid. Fol-
lowing the death of his parents in a train crash, Toro
was adopted by a circus fire-eating act that had dis-
covered that he could control fire and was
unharmed by it. When the Torch happened upon
him, they teamed up and Toro eventually moved in
with his mentor as his ward. The pair became insep-
arable for the rest of the strip's run. Toro later went
on to join the Young Allies, who starred in twenty
issues of their own comic as well as a lengthy run
in Kid Komics.
The war was a boost to Timely/Marvel's heroes
and they were among the first to take the fight to
the Axis powers. While the Torch never really devel-
oped any arch-enemies, he was constantly battling
the Nazis and Japanese, in between rooting out spy
rings and racketeers. Another innovative feature of
the Human Torch strip was his many battles with his
co-star and rival the Sub-Mariner. The first of these
appeared in Marvel Mystery Comics #8. The pair's
longest battle stretched to an astonishing sixty
pages (in Human Torch #5) and ranged across the
whole planet, taking in Axis plots and vast warring
armies. Burgos, Everett, and their Funnies Inc. col-
leagues would hole themselves up in hotel rooms
and work for days on end, churning out these mam-
moth tales, to meet their fans' insatiable demand.
While sometimes crude, these epics have an
incredible energy and dynamism to them that still
excites today.
Burgos was drafted in 1942 and other creators
were brought in to take over his work, including
artists Harry Sahle and Don Rico and a promising
young writer named Mickey Spillane. After the war,
Burgos contributed a few new tales but the strip
was in decline and, in mid-1949, Human Torch
Comics suffered the indignity of being transformed
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The Human Torch
into Love Tales. Not even the late innovation of
replacing Toro with a distaff assistant — the light-ray-
emitting Sun Girl — could halt the sudden collapse
of the superhero market. Marvel concentrated on
romance, war, and horror comics until the mid-
1950s, when they evidently felt that the time was
right for a revival of their heroic stars. Young Men
#24 (December 1953) starred all the big three, with
the Torch as cover star, and reintroduced the heroes
to a new audience.
The Torch, it seems, had been covered by a
flame-retardant solution and buried in the desert by
"the crime boss" until, five years later, he was freed
by a nuclear test blast. Toro had been captured and
brainwashed by the Koreans, and the Torch's first
task was to free him from their control. Together
again at last, the pair took up from where they had
left off, tackling organized crime (and bashing the
occasional "red" in the process). Their resurrection
led to the revival of the Torch's own comic and to
appearances — many by Burgos — in further issues
of Young Men, Sub-Mariner, Captain America, and
Men's Adventures, but within a year the Torch was
canceled once again. When, in 1961, fans next dis-
covered on the stands a comic starring the Human
Torch (Fantastic Four#l), it was a totally different
Torch, Johnny Storm. Following DC Comics' success
with its new superhero line, Martin Goodman decid-
ed that the time was right for his own company to
re-enter the genre and, when writer Stan Lee and
artist Jack Kirby set about dreaming up a new title,
someone clearly remembered the first Torch's suc-
cess. Of course, Storm remains an integral member
of the Fantastic Four to this day, but he has rarely
enjoyed solo success; his main ventures outside
the group have been an early run in Strange Tales
(issues #101-#134) in the early 1960s (one
episode of which was drawn by Burgos), and a new
solo series targeted at young readers that flared up
in 2003 and had not yet burned out in early 2004.
Fans had not quite seen the last of the origi-
nal Human Torch and Toro, however. The first Torch
reappeared to fight the new version in the 1966
Young Men #25 © 1953 Atlas.
COVER ART BY CARL BURGOS.
Fantastic Four Annual, having been reactivated by
the Mad Thinker, while Toro made an appearance
in Sub-Mariner #14. Sadly, both died. However,
over in the Avengers comic, the evil robot Ultron
acquired the Torch's remains and took them off to
Prof. Horton (who had actually been killed off back
in 1939; clearly, no one at Marvel had remem-
bered that). Horton then managed to fix the flaw
that had caused his creation to self-immolate.
Using the new, improved android, Ultron fashioned
a new superbeing — the Vision — who soon became
an Avenger, as chronicled in Avengers #57 and
#58 (though his synthetic lineage was not fully
revealed until #135, as part of a time-travel saga
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The Huntress
that also brought the original Torch and his later
self face-to-face).
Writer and comics historian Roy Thomas
always had a fondness for the first Torch, and in
1975 created The Invaders to recount further
wartime adventures of the Timely Comics "big
three" (including Captain America and Sub-Mariner
and adding Toro and Captain America's sidekick
Bucky to the group). That title's cancellation in
1979 might have marked the last hurrah for the
first Torch. But one should never say never where
marketable properties are concerned, and by the
late 1980s continuity had been revised so that the
original Torch had not been transformed into the
Vision and could fly again, first as a member of the
West Coast Avengers and later with the Heroes for
Hire. Whether readers will see him again is uncer-
tain, though Carl Burgos' inspiration lives on in
every issue of The Fantastic Four. — DAR
The Huntress
Borrowing her name from a relatively obscure Gold-
en Age villainess, the heroic Huntress first
appeared on "Earth-Two" — the parallel world onto
which the 1940s incarnations of DC Comics' char-
acters had been relegated — in All-Star Comics #69
(1977). Envisioned by writer Paul Levitz and artist
Joe Staton as the Earth-Two Batgirl, the Huntress is
more intriguingly distinguished by her parentage:
She is Helena Wayne, the daughter of millionaire
Bruce (Batman) Wayne and rehabilitated criminal
Selina (Catwoman) Kyle. Helena had recently gradu-
ated law school when a former associate of Cat-
woman's blackmails Kyle back into her feline guise
for a heist. Catwoman perishes in a consequent
conflict, leading her traumatized husband to burn
his cape and cowl in a grim funeral pyre, retiring his
Batman identity. Helena swears vengeance against
her mother's killer, taking a vow that eerily mirrors
her father's some decades prior, and becomes the
Huntress, a violet-and-black-clad crime fighter who
carries on the traditions of her parents with athletic
prowess and crossbow in tow. The Huntress so
enthralled DC readers fascinated by the heroine's
lineage and motivation that she spun out of All-Star
Comics into a successful backup series in Wonder
Woman, until being defeated by an unstoppable
menace: continuity revision. In 1985, DC Comics
streamlined its multiple worlds and their respective
character variations in its highly acclaimed twelve-
issue series Crisis on Infinite Earths. Since that
series eliminated the Earth-Two Batman, the
Huntress was also erased from comics reality.
But the character was too popular to fully jetti-
son from the DC universe, and in April 1989 was
reintroduced in The Huntress #1. During her child-
hood, Mafia princess Helena Rosa Bertinelli's fami-
ly, a Gotham City crime cartel, was executed in a
syndicate hit. The sole surviving Bertinelli, Helena
forsakes her gangland roots and takes up a quest
to dismantle organized crime as the Huntress, aim-
ing her crossbow at the city's mobsters. By day, she
works as a teacher, further toiling to undo some of
the damage caused by her family ties.
The Huntress' brutal (but nonlethal) methods
attracted the attention of the Batman, who initially
regarded her as yet another plague on the streets
of Gotham, but after several encounters the Dark
Knight accepted her as an ally. The Huntress was
canceled after nineteen issues, but the heroine has
maintained a profile through numerous guest
appearances in other Batman titles, a membership
stint in the Justice League, the issuance of several
action figures, and a partnership with Oracle and
Black Canary as the Birds of Prey. The Huntress
even tangled with Twentieth Century Fox's murder-
ous movie monster in the Dark Horse Comics/DC
Comics four-issue crossover comic Batman vs.
Predator II: Bloodmatch (1995).
The Huntress has twice ventured onto the
small screen. Actress Barbara Joyce played the
character in two 1979 Legends of the Super-Heroes
live-action comedy specials airing on NBC, also star-
ring Adam West as Batman and Burt Ward as
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Hurricane Polymar
Robin. In 2002, a short-lived Birds of Prey series
ran on the WB network, including in its cast Ashley
Scott as the Huntress. While this program adapted
the contemporary Birds of Prey comic book into
episodic television form, it borrowed the Huntress'
heritage from the Earth-Two comic-book incarnation,
as evidenced by the show's tagline: "Batman's Little
Girl Is All Grown Up." —ME
Hurricane Pofymar
Hurricane Polymar is the third of the "Tatsunoko
heroes" shows created by Tatsunoko Productions in
the early 1970s. Following on the heels of
Gatchaman (1972) and Casshan (1973), Polymar
toned down the angst of the previous shows and
added a lighthearted feel, making it a popular super-
hero anime in Japan in the mid-1970s. While it would
be almost twenty years later that the character
enjoyed popularity in the United States, once there he
would become firmly rooted in the anime subculture.
The staff behind Polymar included creator Tat-
suo Yoshida (one of the founders of Tatsunoko), who
also designed the show's characters along with
Yoshitaka Amano. Junzo Toriumi was the chief
screenwriter, but Akiyoshi Sakai, Masaru Yamamoto,
and Junichi Shima also contributed screenplays.
Handling the directing duties were Eiko Toriumi,
Hideo Nishimaki, and Yoshiyuki Tomino. Years later,
Tomino — along with Polymafs mechanical designers
Mitsuki Nakamura and Kunio Okawara — would revo-
lutionize Japanese animation with the groundbreak-
ing science fiction series Mobile Suit Gundam.
Premiering on the Asahi Network in Japan on
October 4, 1974, Hurricane Polymar ran for twenty-
six half-hour episodes. The storyline revolved around
Takeshi, a young police chief who works with the
International Crime Division (ICD) of Washingkyo City
(an amalgam of Washington and Tokyo). At first,
Takeshi was trying to please his father, who is the
director of the ICD, and even underwent special mar-
tial arts training in an effort to do so, but after fre-
quently butting heads over methods of police work,
the chief fires his own son. On his own, Takeshi
takes on a solo career, but eventually becomes the
assistant to Private Investigator Joe Kuruma.
Unfortunately, Kuruma frequently gets in the
way of the police, and is somewhat of a blundering
investigator. Takeshi takes on most of the tougher
assignments, which leads one night to an assault by
several thugs. Putting up a fight, Takeshi is badly
injured, but is saved by Professor Oregar. The Profes-
sor gives the detective an experimental suit made of
an artificial polymer, polimet. The suit is red in color,
with white gloves and boots, a short cape, a stylized
logo on the chest, and yellow horns on the side of
its helmet. It is voice-activated, and is stronger than
steel, giving the user incredible strength. In addition,
it can transform itself into a super-boat, a super-
tank, a super-submarine, and a super-plane, each
with its own super-abilities. Now, as the hero Hurri-
cane Polymar, Takeshi battles a bizarre collection of
criminals, including the Band of the Doberman, the
Band of the Rats, and the Band of the Scorpions.
With all of these features, Kuruma as Hurricane Poly-
mar embodies the typical features of the American
superhero — superpowers, an identity-changing cos-
tume, and an alter ego that sets about functioning in
the real world. And like the American superhero, he
has a typical dilemma: how to keep his secret identi-
ty from love interest Teru Namba.
Polymarwas a success in Japan, and was
more of a lighthearted, martial arts-influenced
series. The show was filled with in-jokes poking
fun at earlier Tatsunoko superhero shows. The
original series was never released in the United
States, but was a popular import on Italian televi-
sion in the 1980s. As testimony to the show's
popularity, Italian fans started websites, circulated
newsletters, and developed somewhat of a cult
following for the character. Pioneer released the
entire series on DVD in Japan in 2001, and Poly-
mar himself was a character in the Japanese-only
Playstation game Tatsunoko Fight (which also fea-
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Hurricane Polymar
tured the main heroes from the other three Tat-
sunoko heroes shows). In 2003, the Japanese toy
company Takara released action figures of the
major characters from the Tatsunoko Fight game,
including Polymar.
In 1996, Akiyuki Shinbo supervised a remake
of Polymar, with Yasuomi Umetsu providing the char-
acter designs. The remake, now titled New Hurri-
cane Polymar, was released in the United States on
video by Urban Vision, but this remake only consist-
ed of two thirty-minute episodes. This time, the set-
ting is the artificial island Tokyo Plus. Dr. Oregar cre-
ates the Polymar helmet, but is murdered by the
vicious Catshark Squad. His assistant, Ryoko Nishi-
da, manages to get the helmet to Takeshi, assistant
to Detective Kuruma, but Nishida too is killed by the
Catsharks. Now, as the hero Hurricane Polymar,
Takeshi must stop the Catsharks and their leader,
Nova, from destroying the Geofront Plan, a major
project designed to protect the environment. If this
project is destroyed, it will mean the end of the
human race.
Hurricane Polymar was the last of the Tat-
sunoko heroes shows to be remade in the 1990s.
While not as well known in the United States, it still
stands as an important part of Tatsunoko Produc-
tions' efforts to create unique, action-packed super-
hero stories. In 1998, Tatsunoko produced the sci-
ence-fiction series Generator Gawl, a successor to
the studio's superhero anime of the 1970s. — MM
tf(l
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image
Comics Heroes
The early 1990s was a watershed period for the
creators of Marvel Comics' highest-profile titles.
Comic-book artists (who often also wrote their
material) such as Todd McFarlane (Spider-Man), Erik
Larsen (Amazing Spider-Man; Spider-Man), Jim Lee
(X-Men; Uncanny X-Men), Rob Liefeld (X-Factor; X-
Force), Whilce Portacio (Longshot; Punisher; Uncan-
ny X-Men; X-Factor), Marc Silvestri (Uncanny X-Men;
Wolverine), and Jim Valentino (Guardians of the
Galaxy) generated unprecedented sales. Riding a
wave of success with characters owned by Marvel,
these graphic auteurs left the company in 1992,
joining forces to form Image Comics, a company
dedicated to publishing creator-owned properties,
principally in the comics industry's dominant super-
hero genre. During their tenures at Marvel, the
Image founders had often felt constrained by corpo-
rate editorial edicts; under the Image banner, how-
ever, they had free reign to control and develop their
own characters, taking them in whatever direction
they saw fit. As the 1990s progressed, the fledgling
company prospered and its line expanded, success-
fully weathering the comics industry's mid-decade
sales slump. Today, Image Comics remains a seri-
ous competitor to both Marvel and DC Comics, the
two publishing houses that had for decades domi-
nated the comic-book business.
At its inception, Image was the home of sever-
al distinct comics publishing ventures, including
Todd McFarlane's Todd McFarlane Productions
(TMP), Marc Silvestri's Top Cow Productions, and
Jim Lee's WildStorm Productions. Solely owned by
McFarlane, TMP still publishes Spawn and its spin-
off titles today.
Arguably Image's most successful title,
Spawn — which recounts the story of a murdered
soldier (Al Simmons) who is resurrected as the
commander of the armies of hell — began publica-
tion in 1992. Despite the hero's rather derivative
appearance — Spawn appears to have raided the
attics of Spider-Man, Dr. Strange, the Punisher, and
Lobo when he assembled his costume — and the
title's overemphasis on ultraviolence and its eleva-
tion of McFarlane's faddish, extreme art-style over
story, Spawn was an immediate hit among comics
readers and collectors. The series gave rise to a
feature film (starring Michael Jai as the macabre
hell-warrior) in 1997, developed into an Emmy
Award-winning HBO animated series (1997-1999),
and birthed a line of collectible action figures from
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Image Comics Heroes
McFarlane's own toy company (McFarlane Toys).
Spawn also engendered a pair of spin-off comics
series: Hellspawn (the tale of a version of Spawn
even meaner than the original one) and Sam &
Twitch (a pair of urban detectives investigating the
supernatural in a Buffy the Vampire Slayer meets
NYPD Blue milieu).
Top Cow is wholly owned by Image partner Marc
Silvestri, and publishes such titles as Battle of the
Planets, Delicate Creatures, Midnight Nation, Rising
Stars, Fathom, Tomb Raider (based upon the popular
action-oriented video game and film property), and
Witchblade (an occult-themed female action heroine
stylistically reminiscent of Marvel's Elektra, and the
subject of a successful TNT television series).
The rest of Image's voluminous superhero out-
put — which, over the years, has included such titles
as Jim Valentino's ShadowHawk (a violent crime
fighter cast in the mold of Batman, blended with
elements of Marvel's Iron Man and the Punisher);
Erik Larsen's Savage Dragon (a green-skinned
superheroic monster-turned-supercop, who was the
subject of a USA animated series from 1994 to
1996); Dale Keown's Pitt (a sharp-clawed, super-
strong hero, simultaneously evocative of Marvel's
Hulk and Wolverine); Whilce Portacio's Wetworks
superteam; J. Scott Campbell's Danger Girl (a
squad of "grrl-power" superheroines); Sam Kieth's
The Maxx (a member of a race of personal guardian
angels/spirit guides whose comic book birthed a
short-lived MTV animated series in 1994); and Trina
Robbins' and Anne Timmons' Go Girl (a retro-style
superheroine with an upbeat feminist subtext) —
falls under the general rubric of Image Central,
which is home to all Image titles not owned or pro-
duced by a founding Image partner (though the
above-mentioned Image Central work of Larsen,
Portacio, and Valentino are notable exceptions to
this rule). Still, the trademarks and copyrights con-
nected to all of these titles are the property of their
respective creators, rather than of Image Comics.
From the beginning, Image Comics stood at the
eye of a maelstrom of controversy. Though enor-
mously popular with fans, the company's initial offer-
ings, as typified by titles such as Spawn and action-
team comics like Silvestri's Cyberforce (1992),
Liefeld's Brigade (1993), and Lee's Genl3 (1994),
received mixed critical reaction. While unquestion-
ably a commercial success, the company drew barbs
from detractors who regarded its titles as little more
than collections of pinup art, and charged that plot
and characterization usually took a back seat to styl-
istic considerations — which chiefly involved lovingly
rendered illustrations of idealized musclemen and
improbably upholstered female superheroes, a visu-
al style that dominated superheroes of the 1990s in
much the same way that Jack Kirby's pioneering
dash had done in the 1960s. During the mid-1990s,
veteran Marvel and DC comics writer Peter David
quipped that a rival publishing house called "Sub-
stance" should be launched, to emphasize story and
characterization in the hopes of countering Image's
primarily art-driven esthetic.
During the first half of the 1990s, Image blos-
somed into a surprisingly diverse publisher, branch-
ing out into the sophisticated, realistic superheroics
of Kurt Busiek's Astro City (1995) and presenting A
Touch of Silver (1997), Jim Valentino's poignant
autobiographical miniseries about a young super-
hero fan growing up during the Silver Age of comics
(1956-1969) in a dysfunctional home. Image even
provided a home for Matt Wagner's delightful Arthuri-
an fantasy Mage (1997), which had debuted to
resounding acclaim in 1984 at the defunct indepen-
dent publisher Comico. Many Image properties have
also appeared in successful "crossover" ventures
with other publishers; most prominent among these
intercompany efforts are team-ups between Spawn
and Batman (DC); ShadowHawk and Vampirella (Har-
ris Comics); and Savage Dragon and Superman
(DC), the Atomics (AAA Pop Comics), the Teenage
Mutant Ninja Turtles (Archie Comics and Mirage
Comics), and Hellboy (Dark Horse). Top Cow's Witch-
blade has also shared the four-color page with such
Marvel heroes as the Silver Surfer and Wolverine, as
well as with Shi (Crusade Comics).
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Image Comics Heroes
The Image experiment was not a completely
successful one, however. Because the company has
always been a loose confederation of creator-owned
artistic and business entities, relationships within
the company were predictably more anarchic than
within the more staid corporate confines of Marvel
or DC. The difficulty of coordinating and maintaining
monthly production and publishing schedules even-
tually led to creative differences, and to the split-up
of some of Image's founders. Consequently, many
of Image's editorially interconnected titles — in
which characters owned by different Image creators
appeared in one another's books in much the same
way that the Fantastic Four, Spider-Man, and the
Hulk had begun sharing the "Marvel universe" as
their four-color commons in the early 1960s — had
to be disengaged from one another. Characters
abruptly vanished from sight as they left Image for
other publishing entities.
To accomplish this complex disentanglement,
Image published a miniseries titled Shattered Image
(1996), a sort of reverse version of DC Comics' Cri-
sis on Infinite Earths. While Crisis was intended to
consolidate several distinct universes into a single
coherent narrative strand, Image's goal was to spin
many of its characters off to whatever separate des-
tinations their respective owners intended for them.
Rob Liefeld left Image in 1997, taking his proper-
ties — most notably Supreme (a time-displaced
supersoldier, a cross between Captain America and
Superman, who was introduced in 1993 in a self-
titled series and whose World War II— era exploits
were recounted in 1994's Supreme: Glory Days
miniseries) and Youngblood (an X-Men/ Avengers-
inspired superteam) — to form Awesome Entertain-
ment. Jim Lee's WildStorm Productions, which put
out such superhero action titles as WildC.A.T.S and
Stormwatch under the Image aegis, left the company
in 1998 (along with WildStorm's two sub-imprints,
Homage Comics and America's Best Comics) to
become part of DC Comics. After the dust settled,
the "Image universe" was a more sparsely populat-
ed place than it had been previously, although the
ShadowHawk #3 © 1992 Jim Valentino.
COVER ART BY JIM VALENTINO.
Spawn titles, Savage Dragon, and The Authority (a
superteam descended from the now-absent
WildC.A.T.S and Stormwatch characters) continued
to find a profitable home under the Image colophon.
Fortunately for Image, superhero comics tend
to grow like kudzu, even during the comics indus-
try's slow periods, such as the late 1990s. Now, in
the opening years of the new millennium, Image
Comics is still the country's third largest publisher
of superhero comics, graphic novels, and trade
paperbacks, right behind Marvel and DC. Image
began to provide a wide audience for titles originally
published elsewhere, such as the daily Zorro news-
paper strips of writer Don McGregor and illustrators
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The Inferior Five
Tom Yeates and Tod Smith. In addition to its contin-
ued successes in publishing and mass-market toys
(including McFarlane's action figures based on the
Beatles and KISS), Image properties continue to
make inroads into the film and television industries
today. A sequel to the first Spawn feature film was
in development in 2004, and television and movie
options exist for Image's Noble Causes: Family
Secrets (the story of the decidedly ordinary widow
of a slain superhero who struggles to adjust to life
among her superpowered in-laws) and such Image
non-superhero properties as Area 52 (about a group
of incompetent soldiers guarding a secret govern-
ment facility in Antarctica) and Aria: The Uses of
Enchantment (a sorcery/fantasy series).
Though Image publishes comics in many story
genres, superheroes remain the company's bread
and butter, an emphasis reinforced by the 2003
advent of such titles as Firebreather (a young, hip
superhero who is part human, part Godzilla-type
monster), Invincible (the teenage son of Earth's
most powerful superhero, who must cope with his
developing powers while living up to his father's
daunting reputation), and Wildguard (about a group
of wannabe heroes auditioning for a superteam
whose composition will ultimately be determined by
an audience-driven vote, a la Fox TV's American
Idol). As the first decade of the new millennium
unfolds, Image appears to have remained largely
true to its stated mission, which is to nurture,
develop, and find audiences for unique, well-crafted
creator-owned properties. — MAM
the Inferior rive
For much of the company's existence, DC Comics
had been the comics industry's most conservative
publisher, somewhat staid and reserved, but the
rise of Marvel Comics and the success of the
1960s camp Batman television show changed all
that. One of DCs responses to a growing superhero
market that could stand a bit of comedy was to
tf&
introduce the Inferior Five. It was one of the first
self-referential strips, taking swipes at the whole
superhero genre and its conventions, and — most
satisfyingly — actually managed to be funny.
The team was introduced in the pages of Show-
case #62 (1966) by longtime fan/writer/editor E.
Nelson Bridwell and artist Joe Orlando, and soon
graduated to its own title. The story begins with the
aging (and less-than-athletic) members of the Free-
dom Brigade being summoned by the Megalopolis
police force to defend the city from the menace of a
mad scientist. Quickly realizing that their crime-
fighting days are well behind them, the Patriot, Lady
Liberty, and their fellow Freedom Brigade members
decide to send their children instead. Sadly, the
younger generation lack their parents' awesome
crime-fighting skills, but nevertheless decide to
band together as the aptly named Inferior Five.
The team's leader was young cartoonist Myron
Victor who, as the comic declared, "used to be a
ninety-seven-pound weakling before losing weight."
With no powers whatsoever, Victor dressed himself
in a jester's costume, to illustrate the futility of his
crime-fighting career, and went by the inappropriate
name of Merryman. Rotund Herman Cramer was
the Blimp ("He flies like a bird with the speed of a
snail") who sadly did not inherit the incredible run-
ning prowess of his father, Captain Swift. The politi-
cally incorrect Dumb Bunny ("stronger than an ox ...
and almost as intelligent!") was beautiful but
vacant model Athena Tremor, who wore a bunny-girl
costume, complete with fluffy tail and ears. The
team's strongman was beatnik beach-bum Leander
Brent ("more powerful than a locomotive, but always
getting derailed"), whose accident-prone bumbling
earned him the name Awkwardman. Rounding out
the group was the White Feather ("the only bird
who's chicken!"), also known as glamour photogra-
pher William King, whose archery skills were some-
what undermined by his abject cowardice. The
group communicated using telephones known as
the Lukewarm Line, and rode about the city in their
jalopy, the Inferi-Car.
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The Inhumans
Bridwell had a real talent for humor, which
meant that the comic emphasized laughs over
thrills. Indeed, with villains like Dr. Gruesome, the
Sparrow, and the Masked Swastika (an armor-clad
Napoleon Bonaparte look-alike), the title was always
lighthearted. Another unusual aspect of the comic
was its wholesale lampooning of Marvel's all-con-
quering heroes, who involuntarily guest-starred in
many strips, frequently as rather pathetic villains.
The Hulk became the Man Mountain, the Sub-
Mariner was Prince Nabob the Submoron, and the
Fantastic Four were the Kookie Quartet, while
Spider-Man, Thor, the X-Men, and Iron Man were
also affectionately parodied. Marvel replied with its
own spoof comic, Not Brand Echh, but in that book
by-and-large concentrated on satirizing its own char-
acters (presumably being reluctant to give publicity
to its rivals).
Perhaps the strip's most ambitious moment
was in issue #6, in a bizarre story titled "How to
Make a Bomb," which featured the Five taking a
tour of DCs offices, and starred pretty much the
company's full editorial team. Among other inci-
dents, artists Carmine Infantino and Mike Sekowsky
were shown having a fight, and DC owner Irwin
Donenfeld was depicted as a lollipop-sucking child!
Sadly, the comic got lost in the camp craze and,
after ten issues of its own title, it was canceled,
leaving in its wake a small but enthusiastic cult fol-
lowing. — DAR
the Inhumans
Like so many Marvel Comics characters the Inhu-
mans were a creation of writer Stan Lee and artist
Jack Kirby, first appearing in a late 1965 issue of
The Fantastic Four (#45). In fact, one of the Inhu-
mans — Medusa — had been featured in the comic
several months earlier as one of a motley group of
villains called the Frightful Four, though her criminal
career was short-lived. The Inhumans themselves
were a carnival-show collection of strange-looking
people unlike any other superteam, although
"team" in this case is something of a misnomer,
since they were effectively a race apart. Their origin
was revealed in several later issues of Thor, which
described how, centuries ago, a force from the all-
conquering Kree Empire had visited Earth and
genetically engineered a hybrid human/alien race.
Over the years, these had evolved and mutated, far
from the gaze of humankind, before they came out
of hiding in the 1960s.
The Inhumans were probably several thousand
in number and lived in isolation in the ultra-modern
city of Attilan, hidden deep in the Himalayas (or
Andes or Alps, depending on how good the writer's
memory was!). The small group that ventured into
the outside world were in fact the Royal Family, a
powerful and fancifully garbed collection of uniquely
mutated individuals. Their leader and king was
Black Bolt, who could control molecular motion
(whatever that meant) and whose voice could
destroy everything in earshot with the merest whis-
per. Needless to say, he did not speak very often
and conveyed his wishes through future wife
Medusa, who could control her incredibly long, ani-
mated, red hair. Other members of the group were
the grotesque Gorgon, who could cause earth-
quakes with a stamp of his cloven hoof; diminutive
martial-arts expert Karnak; scale-covered amphib-
ian Triton; and the winsome young Crystal, who
could control the elements.
Crystal soon fell for the fresh-faced charms of
the Human Torch and, when the Invisible Girl went on
a seemingly interminable maternity leave, Crystal
took her place in the Fantastic Four (FF). Crystal
could whiz back and forth between the two groups
with the help of her colossal, teleporting pet bulldog
Lockjaw. In time, after the Invisible Girl left again (not
for another baby but a marital separation), Crystal
ran off with the Avenger Quicksilver, and Medusa
briefly became an FF member in what was clearly a
sort of job-share scheme for superheroes. The Inhu-
mans as a whole regularly guest-starred in Fantastic
Four and other comics (notably The Hulk) and in
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Insect Heroes
1970 finally got their own feature in Amazing Adven-
tures— -though it only lasted ten issues. In the mid-
1970s, they were given their own comic, but that sur-
vived for only twelve issues. Both attempts were well
crafted, with an interesting mixture of radical Black
Power politics (in Amazing Adventures), alien intrigue
(in the 1975 Inhumans comic) and entertaining vil-
lains such as the Mandarin and Blastaar, yet neither
venture proved popular enough to continue.
Perhaps the problems with the Inhumans were
their outlandish appearance and somewhat
detached personalities, or it might have been that
they were mostly fighting a single enemy: Black
Bolt's evil-genius brother, Maximus (in full, Maximus
the Mad — which rather gave the game away). Max-
imus seemed to dedicate himself to overthrowing
Black Bolt and the ruling Inhumans, who were end-
lessly taken in by him: "Oh no, he has betrayed us
again!" However, following a lengthy fallow period,
the Inhumans enjoyed something of a revival in the
1990s, with several specials and graphic novels,
and a self-titled series under the Marvel Knights
imprint in 1999. This series saw the group under
siege from humankind, while the following year's
miniseries featured the return of the Kree, who liter-
ally picked up and carried away the experiment they
abandoned so many years earlier. The story culmi-
nated with the massed Inhumans deciding to stay
in space and banishing the Royal Family to Earth,
no doubt bound for intrigue and action (in another
ongoing series and, probably, beyond). — DAR
Insect Heroes
"Don't you realize that people hate spiders?" asked
an incredulous Martin Goodman, the publisher of
Marvel Comics, when hearing author Stan Lee's
pitch for the Amazing Spider-Man. Goodman may
have been right, but people also find spiders — and
other insects — utterly beguiling. Especially people
who create — and read about — superheroes.
Wall-crawling "Spidey" was not the first super-
hero to adopt a spider guise. Before there were
comic books there were "pulps" — inexpensive mag-
azines featuring prose adventure tales under illus-
trated, usually painted, covers — like The Spider, pre-
miering in 1933 from Popular Publications. Its hero,
playboy Richard Wentworth, a.k.a. the Spider, metes
out vigilante justice in a black facemask, hat, and
cloak. On his missions he brandishes pistols, his
fists, and his "Spider Web" climbing cord, leaving
behind a spider-shaped seal as a calling card. Abet-
ted by makeup artist Ram Singh (Wentworth's Sikh
valet) and his chauffeur Jackson, the Spider coldly
kills criminal vermin with a swift bullet to the head.
His magazine ran until 1943, with 118 installments
published, and he headlined two movie serials star-
ring actor Warren Hull: The Spider's Web (1938) and
The Spider Returns (1941). Elements of the Spider
reportedly inspired the creation of Batman in 1939.
Quality Comics introduced its own Spider, also
a playboy with a servant, in Crack Comics #1
(1940). This Spider, garbed in a yellow shirt and
blue tights, also employs a trademark "spider
seal" — although his are affixed to arrows, his
weapons of choice — and cruises the streets in his
ultra-fast car, the Black Widow. A hero called the
Spyder — a billionaire, upping the ante from his mil-
lionaire forerunners — appears once in WonderWorld
Express #1 (1984). Tony Brooks is a CEO and a
practitioner of "Gung-Fu," which he uses to topple
traitors while wearing blue tights with a spider chest
emblem, yellow webbing highlights, and a helmet.
Black widow spiders have long been a popular
theme in superhero lore. Dianne Grayton, yet another
social butterfly, hides her good looks behind the
fagade of a hag as the Spider Widow, commanding
black widows to do her bidding, in Quality's Feature
Comics #57 (1942). Marvel Comics has, in the
course of its lengthy history, published two characters
named Black Widow. Claire Voyant pays the ultimate
price to gain superpowers: her life. In Mystic Comics
#4 (1940), Voyant is killed and descends to Hades,
where Satan — one of comics' most enduring supervil-
tf»
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Insect Heroes
lains — gives her the "touch of death" and returns her
to Earth to execute criminals as the dark-clad Black
Widow. This Black Widow holds the record for another
distinguishing characteristic: the darkest eyebrows of
any character in comic-book history. Marvel's second
Black Widow, Natasha Romanoff, is a Russian spy
when first seen in Tales of Suspense #52 (1964), but
ultimately defects to the United States and becomes
a superheroine, fighting criminals with her debilitating
"widow's bite" blasts (and, in the late 1990s and
early 2000s, fending off a successor, Yelena Belova).
Black Widow is a name used at least twice for
supervillains: Tallulah Bankhead played the Black
Widow, a crime queen with a paralyzing spider toxin, in
episodes 89 and 90 (aired March 15 and March 16,
1967) of television's live-action Batman
(1966-1968), and the animated superhero Space
Ghost has occasionally tangled with an intergalactic
villainess known as Black Widow over the years.
Superhero mythology's fascination with arach-
nids does not end there. In Archie Comics' Zip
Comics #42 (1942), criminologist John Raymond
sports a green-and-yellow costume with a web-mesh
cape as the Web, outsmarting criminals with calcu-
lated entrapment. The Web has resurfaced through-
out the decades in subsequent revivals of Archie's
superheroes, including The Web #1-#1A
(1991-1992), part of DC Comics' "Impact" imprint,
reimagining the Web as a network of high-tech oper-
atives. DCs Tarantula, creeping into Star Spangled
Comics #1 (1941), is Jonathan Law (yes, John Law),
a mystery writer who dons a purple-and-yellow
masked costume and aims a web-firing "webgun" to
snare Nazi saboteurs. (Marvel borrowed the name
Tarantula in the 1970s for a Spider-Man villain. DC
returned the favor by introducing the Black Spider, a
Batman foe. To complicate matters further, the
short-lived mid-1970s Atlas Comics headlined a
cursed man-spider anti-hero also called the Tarantu-
la, and in the 2000s Marvel's Spider-Girl has
encountered a crimelord called the Black Tarantula.)
The Spider Queen's ephemeral crime-fighting
career began in Fox Features Syndicate's The Eagle
MONSTER
/MENA6ER1E
THIS WASJUINE
APMrESOMF
Double-Dare Adventures #2 © 1967 Harvey Comics.
COVER ART BY JOE SIMON.
#2 (1941), and ended after three issues. The origi-
nal Spider Woman, a one-shot character in publish-
er Harry "A" Chesler's Major Victory #1, is trapped
in a web of obscurity, but the second Spider-Woman
(note hyphen) has fared better, originating in Marvel
Spotlight #32 (1976) and becoming a mainstay in
the Marvel universe, even starring in a 1979 ani-
mated TV series. Several new Spider-Women have
succeeded the original in Marvel's comics, and
Spider-Girl — "The Daughter of the True Spider-
Man!" — received her own monthly series in 1998.
On the CBS Saturday-morning cartoon Tarzan and
the Super 7 (1978), a farmer named Kelly Webster
is awarded a ring bearing a black-widow hourglass
by a dying extraterrestrial she attempts to rescue.
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Insect Heroes
The ring grants her insect powers and control over
bugs as Web Woman. This character's origin is a
verbatim retread of that of DCs Insect Queen. In
Superboy #124 (1965), the Boy of Steel's girlfriend
Lana Lang assists an imperiled, six-armed alien,
from whom she receives a "Bio-Genetic" ring as a
token of gratitude. The ring enables Lang to mimic
insect abilities — although the same insect's powers
cannot be engaged more than once in twenty-four
hours — and as the half-human, half-bug Insect
Queen, she becomes a part-time superheroine and
a reserve member of the Legion of Super-Heroes.
Flies are also popular inspirations for super-
heroes. The original Fly-Man, as seen in Spitfire
Comics #1 (1941), is only a few inches high, with
the strength of a normal-sized man (traits displayed
earlier by Quality's Doll Man and much later by DCs
Atom and Marvel's Ant-Man). Fly-Man buzzed (on
orange wings) through two adventures before being
swatted out of print. The Adventures of the Fly #1
(1959) presents Thomas Troy, a young orphan who
discovers a fly-insignia magic ring. The boy is cho-
sen to become the champion of the Fly People, an
ancient race. Stroking the ring and saying "I wish I
were the Fly" transforms him into an adult super-
hero, the Fly, in a green-and-yellow costume with
transparent wings. With his stinger-blasting "buzz
gun" and his female sidekick Fly-Girl, the Fly —
called Fly Man during the 1960s — is one of several
Archie superheroes prone to habitual reintroduc-
tions. Marvel Comics published seventeen issues
of The Human Fly beginning in 1977. Its protagonist
(though purportedly based on a real-life daredevil) is
a nameless individual, crippled in an automobile
accident, who rehabilitates his body and embarks
upon superheroics. "Mag-clamp" boots and gloves
allow him to climb walls, and jet boots give him an
extra boost through the air.
Other insect superheroes include the Green
Hornet, a crime-crusher who pretends to be a
masked mobster to trick ganglords into traps (and
when his smarts fail, his electrical "Hornet's Sting"
helps, as does his martial-artist aide, Kato); Mar-
vel's Ant-Man and the Wasp, both able to shrink and
fly (Ant-Man also communicates with ants), and Ant-
Man's later identity, Yellowjacket; the Yellowjacket-
like Buzz, an ally of Marvel's Spider-Girl; the original
Wasp, a fedora-topped masked man in a suit and
cape, who appeared twice in Silver Streak Comics
(1939); three incarnations of the Blue Beetle, each
having little, if anything, to do with insects other
than the heroes' appellations; DCs Spider-Girl, a
Legion of Super-Heroes supporting-cast member,
who manipulates her hair's length and density; and
Hit Comics #l's Red Bee, clad in a red-and-yellow
striped suit, who sics irate bees on his foes. In Jack
Kirby's early 1970s New Gods the writer-artist intro-
duced an entire society of insect-like creatures,
known collectively as "The Bug," that evolved from
biological-warfare organisms on Kirby's mythic world
of New Genesis. Marvel's mid-1970s Champions
superteam title featured the unusual villain Swarm,
whose body is composed of myriad insects with a
collective mind. And one of the major creations of
Michael Chabon's fictional 1940s writer-artist team
in his novel The Amazing Adventures ofKavalier&
Clay (2000) is the scandalous and surreal super-
heroine Luna Moth.
Some obscure insect heroes have buzzed
under the radar of most fans. Harvey Comics' Mos-
quito Boy, first seen in Harvey Hits #110 (1966), is
a surly teen with see-through wings and a cowl with
a stinger beak (his unique weakness is insect repel-
lent). B-Man, another Harvey hero (from Double-
Dare Adventures #1, 1966), is an ex-astronaut
named Barry E. Eames (note his initials) who gains
super-metabolism after being stung by alien bees
and fights crime from his Bee Hive. The Butterfly —
who first appeared in Skywald Publishing's Hell-
Rider #1 (1971) — is a soul singer-turned-superhero
(albeit with an enigmatic origin) who flies thanks to
her supersuit, and Beetle Boy and Butterfly Girl are
tiny superheroes who appeared on the Japanese
anime program Microid S (1973). Americomics'
Dragonfly zips through the air on gossamer wings
(while wearing fashionable shades), and Scarlet
#0
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International Heroes
Scorpion is a red-clad hero with a long stinger tail
(similar in appearance and power to Spider-Man's
enemy, the Scorpion). In its short publishing history,
Atlas Comics twice used the name "the Scorpion"
in 1975: for a pulp-like hero created by Howard
Chaykin and for a Spider-Man ripoff who climbs
buildings with a grappling hook. The short-of-
stature-and-temper Bug Boy is a sometime cast
member of Bongo Comics' satirical Radioactive
Man. Finally, there is the Moth, a little-known cos-
tumed crusader debuting in Mystery Men #9
(1940). Not little-known at all due to what can only
be called a loud fan buzz, a new Moth, co-created by
artist Steve Rude (Nexus, World's Finest) and
inker/scripter Gary Martin, bowed in spring of 2004
at Dark Horse Comics. — ME
International
Heroes
If one were to believe the news in comic books, not
only is New York City the center of the universe, but
it is also the center of superhero and supervillain
activities. Sure, sometimes the superbeings are in
Metropolis, Gotham City, Opal City, Keystone City, or
even real urban centers like Chicago or Los Ange-
les, but what about other countries? Don't they
have superheroes, too? Independent American pub-
lishers are not terribly global, but both Marvel and
DC have international heroes, many of whom critics
deride as countrywide cultural stereotypes.
DCs biggest group made up mostly of foreign
nationals is called the Global Guardians. The group
is led by African shaman Doctor Mist, and includes
the following members and represented countries:
lizard-powered Bushmaster (Venezuela); long-haired
Godiva (England); flaming spitfire Green Fury
(Brazil), later a member of the Justice League as
Fire; frost-powered Icemaiden (Norway), later a
member of the Justice League as Ice; speedy
The Freedom Collective #1 © 2002 Rough Cut Comics.
COVER ART BY DOMINIC REGAN AND COLIN BARR.
Impala (South Africa); magic lantern-powered Jack
O'Lantern (Ireland); mutant Atlantean Little Mer-
maid (Denmark); Golden-Fleece-wearingthe
Olympian (Greece); flying Native American Owl-
woman (Oklahoma); solar-powered Rising Sun
(Japan); Biblically blessed hero the Seraph (Israel);
gay lycanthrope and future Justice League member
Tasmanian Devil (Australia); vocal screamer Thun-
derlord (Taiwan); time-seeing third-eyed Tuatura
(New Zealand); and Viking barbarian Wild Hunts-
man (Germany).
The Global Guardians are not the first of DCs
international hero groups, nor the last. The first
would likely include the "Batmen of All Nations"
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International Heroes
from January 1955's Detective Comics #215 (Eng-
land's Knight and Squire, Australia's the Ranger,
Italy's the Legionary, South America's the Gaucho,
and France's the Musketeer). In 1988, DC debuted
the weekly Millennium miniseries, which introduced
ten heroes from across the globe who would usher
in the next era of humanity as the New Guardians.
Its members included Betty Clawman, Extrano,
Flora, Gloss, Harbinger, Jet, and Ram. The 2000
annuals for DC introduced yet another line of inter-
national heroes in a multi-part storyline called
"Planet DC," most of which have since been rela-
tively unseen — such as samurai-like Bushido
(Japan); magical swordswoman Janissary (Russia);
shape-shifting Aruna (India); Manhunter-related
swordswoman Nemesis (Greece); strong
swordswoman Sala (Tunisia); The Boggart (Eng-
land); the animalistic eight-hero team The Super-
Malon (Argentina); and the armored trio Iman, Acra-
ta, and El Muerto (Mexico).
Marvel's international characters have some-
times been perceived as villains or antagonists by
the company's American heroes (from the incorrigi-
bly French Batroc the Leaper to the definitive East-
ern European despot Dr. Doom), though many, like
Russia's supergroup Soviet Super-Soldiers (Dark-
star, Crimson Dynamo, Gremlin, Titanium Man, Ursa
Major, and Vanguard) were clearly fighting for their
country's beliefs. Many Marvel heroes already hail
from other countries and continents, such as Black
Panther (Africa), Captain Britain (England), Spitfire
(England), Union Jack (England), Banshee (Ireland),
Storm (Africa), Nightcrawler (Germany), Sunfire
(Japan), the Black Widow (Russia), Gypsies Quicksil-
ver and the Scarlet Witch (Europe), Wolverine (Cana-
da), and the team Alpha Flight (Canada).
Marvel made an attempt to diversify its slate in
Marvel Super-Hero Contest of Champions
(June-August 1982), featuring the debuts of power-
suited Peregrine (France), Talisman (Australia),
Shamrock (Ireland), electrical-powered Blitzkrieg
(Germany), quill-firing Sabra (Israel), armored Defen-
sor (Argentina), and sword-swinging Arabian Knight
*#
(Saudi Arabia). Few of them have been used often
in the two decades since, though Marvel published
Excalibur, a long-running counterpart to its popular
X-Men set in the United Kingdom, in the late 1980s
and early 1990s, and tried out an amusing, corpo-
rate-created team of Japan-based superbeings, Big
Hero 6, in a 1998 miniseries. (The Contest of
Champions was repeated as farce in 2003, with
Marvel's satirical mutants X-Statix squaring off
against the superteam Euro-Trash, and in 2004 was
set to take a grimmer form, as Marvel's edgy
Avengers variation, the Ultimates, mobilized against
international heroes created to offset America's
unrivaled real-life superpower status.)
Lest anyone think that international heroes are
solely the purview of major American comic-book
publishers, rest assured that even though super-
heroes are not as popular in other countries, they
do exist. Red-and-white clad adventurer Captain
Canuck is one of Canada's most famous heroes,
while Canadian gay hero Go-Go Boy is a bit more
obscure, and Canadian heroes the Jam, North-
guard, and the heroine Fleur de Lyse fall some-
where in the center. Following are a number of other
countries, and the heroes that are represented in
comics there.
AUSTRALIA
Due to a ban on imported publications through-
out the 1940s and 1950s, Australian comics had a
chance to grow. Golden Age (1938-1954) heroes
included Crimson Comet, the Phantom Ranger, Cap-
tain Atom, Sir Falcon, Silver Starr, Blue Ray, and many
others. Most Australian comic-book companies
ceased publication by 1960, since the import ban
was lifted and American comics were now flooding
their market. Cyclone Comics revived some older
heroes in the 1980s in the pages of Southern
Squadron (Lieutenant Smith, Dingo, Southern Cross,
and Nightfighter) and other books. Further heroes
included an adventurer called the Jackaroo, energy-
wielding Dark Nebula, heroine Australian Maid, and a
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International Heroes
parody of American heroes called the A-Men (includ-
ing the Americano, America Man, and others). Phos-
phorescent Comics published The Watch, with team
members Fallout, Adapt, Xenia, Bones, Jack, the Fish-
er, and others. Other Aussie heroes include Bug Man
and Roachboy, Pizza Man, Brainmaster and Vixen,
and the groups the Olympians and Forerunners.
BNGLANP
Marvel's Captain Britain first appeared in
British comics in 1976, but Marvelman (called Mira-
cleman in the United States) was a much older
hero, having first appeared in the 1950s before his
1980s revival by Alan Moore. Costumed heroes
first appeared in the 1920s and 1930s pulps,
including Invisible Dick, Blackshirt, Waldo the Won-
der Boy, the Black Whip, and the Night Hawk. Some
1940s comic-book heroes — such as the Bat —
resembled American counterparts, while Captain
Magnet, Electro Girl, the Falcon, Maskman, Tornado,
Mr. X, and Wonderman were less obvious homages.
The 1950s brought in Black Shadow, Electroman,
spoof hero Super Stooge, and the bizarrely named
Robot Archie. Heroes from the 1960s included Gad-
getman and Gimmick-Kid, Captain Miracle, contor-
tionist Janus Stark, Miniman, and the Phantom
Viking. The weekly 2000 AD brought violent helmet-
ed police officer Judge Dredd and others into the
1970s, while Aquavenger, Marksman, Leopardman,
evangelist hero Hotshot, and Birdman and Chicken
prowled the comics, and actor Dave Prowse donned
the costume of the Green Cross Code Man to teach
kids about road safety (years before he played
Darth Vader in the Stars Wars saga). Revisionist
hero comics Zenith and New Statesmen were
released in the 1980s, before their creators were
whisked away to write revisionist American comics,
while the 1990s saw Marvel U.K. titles like Clan
Destine, Hell's Angel, Knigths ofPendragon, and
Death's Head. Paul Grist's Jack Staff (April 2000)
became popular enough that in 2003 Image repub-
lished it in the United States.
FZANCB
Early heroes included Fantax and Atomas,
while Tenax, Felina, and bug-powered Mikros came
later. French publisher Semic brought back some
older heroes and mixed them with new creations to
construct a shared universe that included Starlock
and the Strangers, and superteams Kidz and Hexa-
gon. Alien astronaut Homicron 1, gold-armored
peace officer Le Gladiateur de Bronze, and "man of
light" Photonik are among other francophilic
heroes, while sexy trapeze artist Felina and insect-
powered Saltarella are two of the relatively few origi-
nal heroines. Gay heroes Lift, Volt, Seal, Phase, and
Tiger starred in 2001-2002's Ultimen.
INPIA
There are numerous Indian superheroes includ-
ing robotic Fauladi Singh, high-tech hero Abhay (and
his higher self Agniputra), and live-action television
hero Shaktimaan. The heroes of the company Raj
Comics include Jupiterian Vinashdoot, cyborg
Inspector Steel, acrobatic Super Commando Dhru-
va, patriotic Tiranga, and blue-skinned goddess
avatar Shakti.
ITALY
Created in 1962 but still going strong, Diabolik
is probably Italy's most famous super-character,
though this masked man preys on the underworld
as a Robin Hood-like criminal. Down Comix's Capi-
tan Italia makes fun of his American counterparts,
while Pumaman was a 1980 film about an animal-
powered paleontologist who becomes a badly
dressed avenging hero (tan pants, a black shirt, and
a red cape). Zorry Kid, created in 1968, was a paro-
dy of Zorro. Leo Ortolani, a hilarious Matt Groen-
ing-inspired cartoonist, writes and draws the long-
running Rat-Man. Published by Marvel Comics' Ital-
ian imprint Cult Comics, it spoofs the stereotypically
diminutive stature of Europe and its comics, as well
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as the stereotypically brawny self-assurance of both
Marvel's American heroes and America itself.
Super Pumby, a flying cat, hailed from a 1964 kids'
comic.
MEXICO
There are hundreds of luchadores enmascara-
dos (masked fighters/wrestlers) in Mexico who fight
villains in the comics, the movies, and the real-life
wrestling rings. The three most famous ones are
Santo, the Blue Demon, and Mil Mascaras. Other
Mexican heroes include Flyman, Zooman, Super-
volador, La Llanera Vengadora and her brother side-
kick Fausto, giant Zor, and El Hombre Invisible.
More modern characters include the teen hero
Meteorix, Cygnus Comics' Creaturas de la Noche,
superduck Ultrapato, and anthropomorphic heroes
the Valiants. Ka-Boom Estudio has released Neme-
sis 2000: La Alianza, the ghostly Spectrum, and
marine group Hibridos del Mar.
PHILIPPINES
Heroes include El Gato, Japanese Bat, Kapitan
Aksiyon, Captain Barbell, Maskarado, and the longest-
running (since 1950) heroine, the buxom Darna.
There are several Philippine superhero movies as
well, including Super Islaw, Super B, and the campy
gay hero She-Man: Mistress of the Universe.
SPAIN
Many heroes in Spain are published by Plane-
ta's Libertino imprint, including the groups Triada
Vertice (Mihura, Estigma, and Cascabel) and Iberia
Inc. (Dolmen, Trueno, Lobisome, Drac de Ferro,
Aquaviva, Trasnu, and Melkart), as well as solo
heroes Gavilan and Le Loup Garou. Some 1940s
heroes include the female vigilante La Entorcha and
masked crime fighter El Encapuchado. The 1970s
saw the birth of comedic superhero Super Lopez,
whose adventures continue today and include other
parody heroes such as La Chica Increible (Wonder
Girl), El Mago (the Wizard), and Capitan Hispania.
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OTHZP COUNTPISS
Denmark has heroes Dukse Drengen (Hero Boy)
and Natte Ravnen (Night Owl), while the former
Yugoslavia published the scantily clad heroine Cat
Claw. Israel is represented by Sabraman, first pub-
lished in 1978, while Nigeria has the flying Power-
man. And as if to show that all international borders
could be crossed, in 2002 Scotland's Rough Cut
Comics released the satirical publication The Free-
dom Collective, imagining a Silver Age Marvel-style
comic as if it were published in the Kremlin at the
height of the cold war. The Collective is made up of
members Mig-4, the Krimson Kommisar, ice goddess
Ajys, rocky Homeland, and the monstrous Mastodon.
Superheroes may have started out as an Ameri-
can pleasure, but as the preceding information
shows, the rest of the world loves ultra-powered men
and women in tights, armor, and capes as well. — AM
The Invaders
Considering how all-pervasive superhero teams have
become since the 1960s, it is surprising that there
were so few around in the 1940s. DC Comics had
the Justice Society of America and the Seven Sol-
diers of Victory, and Fawcett had the Marvel Family,
but Marvel Comics itself managed to produce pre-
cisely two stories of its sole adult team, the All-
Winners Squad (though, of course, their kid gangs,
such as the Young Allies and the Tough Kid Squad,
thrived). The All-Winners Squad appeared in All-
Winners Comics #19 and #21, in late 1946. The
comic consisted of Marvel's "big three" heroes, the
Sub-Mariner, the Human Torch, and Captain America;
the latter two's sidekicks Toro and Bucky; and two
lesser-known heroes, the Whizzer and Miss America.
Years later, longtime fan and writer Roy Thomas
remembered how effective the combination of the
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big three had been, and used them again in a time-
travel issue of The Avengers (#71, 1969), pitting the
1940s and 1960s heroes against each other.
In 1975, looking around for a new project,
Thomas decided to revive the concept of the All-Win-
ners Squad, minus the Whizzer and Miss America,
and to create new, untold tales of the heroes in their
World War II prime. Thomas used the team, now
christened the Invaders (which he reasoned sound-
ed less embarrassing than "All-Winners Squad") to
fill in gaps or correct lapses in old continuity, reintro-
duce forgotten heroes of the Golden Age
(1938-1954), and create his own wartime charac-
ters. The result was one of the most action-packed,
hero-packed, and fun-packed comics of the 1970s.
For art, Thomas turned to industry veteran Frank
Robbins, who had been drawing the Johnny Hazard
newspaper strip for decades and could provide just
the right mixture of authentic period detail and slam-
bang action. The team's first adventure appeared in
Giant Sized Invaders #1 but, soon after, the decision
to reduce its page count to that of a regular comic
meant that its second issue was just plain Invaders
#1; back then not many comics could boast of having
two #1 issues! The team's origin was quite simple:
All five members meet by coincidence, hot on the
trail of the Nazis' answer to Captain America, Master-
man (the first of many wonderfully kitsch villains),
and are persuaded to stay together as a team by
none other than Winston Churchill.
Over the course of forty-one issues, one annu-
al, and several crossovers and guest appearances,
the Invaders traveled the world, from the home front
to a blitzed London to Egypt, Berlin, and even the
Warsaw ghetto. Among the outlandish villains they
trounced were Brain Drain, U-Man, Baron Blood (an
aristocratic vampire), Blue Bullet (a man wearing a
giant bullet costume), Warrior Woman, Frankenstein
and — of course — Adolf Hitler. The first new heroes
to appear, the Liberty Legion, were in fact a round-up
of some of Marvel's many short-lived (not to say for-
gettable) wartime zeroes: the Red Raven, the Thin
Man, Jack Frost, the Patriot, and Blue Diamond.
Giant-Size Invaders #1 © 1975 Marvel Comics.
COVER ART BY FRANK ROBBINS AND JOHN ROMITA.
These were joined by those leftover All-Winners,
Miss America and the Whizzer. The Legion were actu-
ally introduced in 1976 in Marvel Premiere #29 and
then crossed over to the Invaders before guest-star-
ring with the Thing for a couple of Marvel-Two-in-One
yarns. Plans for their own comic went as far as draw-
ing up a first issue but that was abandoned, though
much later the Whizzer and Miss America were pro-
moted to full-time Invaders, thus reuniting the origi-
nal All-Winners Squad.
Other Thomas creations included Lord
Farnsworth, a.k.a. Union Jack (a British hero of
World War I), his daughter Jacqueline (who gained
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Iron Fist
super speed to become the Spitfire), and her brother
Brian, who was first the Destroyer — another Golden
Age Marvel hero — before taking over the Union Jack
costume from his now aged father. One of Thomas'
most outre heroes was the superpowered Golem,
conceived as a kind of Jewish Hulk — an indication of
the tightrope walk between innovation and high
camp that Thomas was walking on the Invaders pro-
ject. Toward the end of the comic's first run, Thomas
created a new, racially mixed kid group called the
Kid Commandos, composed of Bucky, Toro, the
Human Top, and Golden Girl. This particular Golden
Girl was no relation to Captain America's erstwhile
companion; she was, rather, comics' first Japanese-
American heroine. Indeed, this team's creation grew
out of one of the war's most controversial episodes:
the internment of America's Asian community.
Frank Robbins left the Invaders at the point of
creation of the Kid Commandos, in issue #28, which
was a blow from which the title never recovered; it
was canceled with issue #41 in late 1979. Thomas
returned for one last hurrah with a 1993 Invaders
miniseries, which added the Thin Man to the team
and re-introduced two of the company's longer-last-
ing Golden Age superheroes: the Angel and the Blaz-
ing Skull. Although it has been unfairly left in limbo
by Marvel, the Invaders remains one of the compa-
ny's most fondly remembered titles. — DAR
Iron Ffrfc
Historically on the prowl for new pop-culture fads to
seize upon, Marvel Comics began exploiting kung fu
films in the early 1970s, beginning with their hero
Shang-Chi, Master of Kung Fu (Special Marvel Edi-
tion #15, 1973). The early success of Shang-Chi — a
fairly straight adaptation of the martial arts film
hero, mixed with elements of Sax Rohmer's pulp
stories of the 1910s and 1920s — convinced Marvel
to try integrating such characters into the ranks of
its costumed superheroes. Iron Fist (Daniel Rand),
the creation of writer Roy Thomas and artist Gil
Kane, represented the first such attempt (Marvel
Premiere #15, 1974).
Wealthy businessman Wendell Rand, an exile
from the interdimensionally hidden Tibetan city of
K'un-L'un, dies at the hands of his business partner
Harold Meachum while seeking the city of his birth.
Rand's wife Heather and their nine-year-old son
Daniel end up stranded in the Himalayas; only the
boy succeeds in reaching K'un-L'un alive. Inside the
mystical realm — which resembles a cross between
the Shangri-La of Frank Capra's 1937 film Lost Hori-
zon and the eponymous Scottish village of the
1947 Lemer and Loewe musical Brigadoon — young
Danny is taken in by a martial artist named Lei
Kung the Thunderer, who recognizes him as part of
the royal line and spends a decade training him in
all aspects of the martial arts, both physical and
philosophical. At the age of 19, Rand undergoes his
coming-of-age ritual by slaying Shou-Lao the Undy-
ing, a powerful dragon. The combat leaves Rand
with a stylized black dragon tattoo emblazoned
across his chest and the Power of the Iron Fist — the
ability to focus the power of his spirit (his "chi") into
his hand, making it as strong as iron, all but imper-
vious to harm, and capable of delivering devastating
blows that crackle with mystic energies. Like the
martial arts themselves, Rand's new power has
more than one aspect, giving Rand the ability to
heal as well as to destroy. His only vulnerability:
When Rand uses his Iron Fist, his energy is deplet-
ed, and he becomes exhausted for hours afterward.
Intent on avenging his parents' deaths by
killing Meachum, Rand leaves K'un-L'un for the Unit-
ed States. But when he confronts the man whom he
had hated for the past decade, Rand discovers that
vengeance holds no solace and decides instead to
settle for taking over his late father's position con-
trolling the Rand-Meachum Corporation — only to wit-
ness Meachum's murder at the hands of ninja
assassins. The authorities blame Rand for the mur-
der, and it takes several months for him to clear his
name, with some help from female adventurer (and
0b
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future long-term ally) Misty Knight (Marvel Premiere
#21, 1975).
Iron Fist's "audition" in Marvel Premiere (a test-
ing ground for new Marvel heroes, not unlike DCs
Showcase title of the 1950s and 1960s) proved
successful, despite frequent changes of creative
personnel through 1974 and 1975, and landed the
character in a self-titled series (Iron Fist vol. 1,
1975) written by Chris Claremont and penciled by
John Byrne. This creative team, though destined for
fame in the early 1980s on X-Men, couldn't keep the
series running past its fifteenth issue (1977), by
which time the sun had set on the kung fu movie
fad. But Claremont and Byrne continued presiding
over Iron Fist's brief stint on Marvel's guest-star cir-
cuit (Marvel Team-Up #63, 1977; Power Man #48,
1977), as well as the first several issues of his
lengthy tenure as half of Power Man and Iron Fist
(formerly titled Power Man), which began in issue
#49 (1978). After Claremont and Byrne left to con-
centrate on X-Men, a raft of creative talent rotated in
to replace them, including such writers as Ed Hanni-
gan, Mary Jo Duffy, Bob Layton, Steven Grant, Mike
W. Barr, Dennis O'Neil, Kurt Busiek, Archie Goodwin,
Alan Rowlands, Jim Owsley, and Tony Isabella, and
such pencilers as Mike Zeck, Sal Buscema, Lee
Elias, Trevor Von Eedon, Marie Severin, Kerry Gam-
mill, Greg LaRocque, Frank Miller, Denys Cowan,
Keith Pollard, Ernie Chan, Geoff Isherwood, Richard
Howell, Steve Geiger, and Mark Bright.
Working together, Iron Fist and Power Man
(Luke Cage) establish a business venture called
Heroes for Hire, Inc., and their disparate tempera-
ments — Rand's reserved wisdom and Cage's mercu-
rial anger — prove to complement each other well
(combined in a single title, these heroes ended up
lasting far longer than either of them had done on
their own). Of the innovation that the Power
Man/Iron Fist character dynamic represented when
it first appeared in the 1970s, latter-day Iron Fist
writer Jay Faerber said, "Well for one thing, I think it
was refreshing to see a white guy paired with a
black guy. And they were equals. Luke wasn't
Danny's sidekick or his driver. Luke's stories took
center stage just as often as Danny's did, and that
give and take was like a breath of fresh air, even if I
was too young to recognize that appeal when I was
originally reading the book." Despite their contrasts,
some of which were occasionally played for laughs,
one commonality that unites both heroes is their
keen sense of conscience, a tendency to place the
hero ethic above profits; they frequently work for
free, despite being in high demand as detectives
and bodyguards.
One of Iron Fist's most significant travails
occurred during the last few issues of the series;
after Danny Rand's inadvertent destruction of his
beloved K'un-L'un unhinges him, he turns evil (sym-
bolized by the transformation of his usually green-
and-yellow costume into a red-and-yellow one, a
development that echoed the 1980 Claremont/Byrne
X-Men "Dark Phoenix"). All efforts to purge Rand of
this evil streak end up failing. In the final issue of the
series in 1986 (Power Man and Iron Fist #125), Iron
Fist apparently dies at the hands of a character
named Captain Hero (not to be confused with Jug-
head's superheroic alter ego at Archie Comics), and
Power Man is framed for Rand's murder. "[Iron] Fist's
death was supposed to be shocking and senseless,"
writer Owsley said in a 1999 interview. "It wasn't bad
writing. The fact that thirteen years after the fact peo-
ple are still annoyed about it speaks to the quality of
the work, the impact of which has apparently not
diminished overtime."
But thanks to John Byrne's exercises in
retroactive continuity (known in the comic-book
trade as a "retcon"), the dead Iron Fist later turns
out to have been a mere doppelganger, with the real
Rand imprisoned back in K'un-L'un (and still strug-
gling to control an evil side of his character). Rand's
martial arts instructor Lei Kung joins forces with
Prince Namor the Sub-Mariner and the Daughters of
the Dragon (Heroes for Hire veterans Misty Knight
and Colleen Wing) to free Rand and return him to
New York City (Namor, the Sub-Mariner #23 and
#28, 1992). Iron Fist subsequently starred in a self-
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Iron Man
titled (and critically panned) two-issue miniseries in
1996 (written by James Felder and drawn by Robert
Brown) before returning to a greatly expanded
Heroes for Hire, Inc., which includes not only Power
Man and Iron Fist, but also the Hulk, Hercules (his
immortality now a thing of the past), Ant Man (Scott
Lang), the Black Knight (Dane Whitman), and the
martial artist known as the White Tiger (Heroes for
Hire #1-#19, 1997-1999, written by Roger Stern
and John Ostrander, with pencils by Paschalis Ferry,
Scott Kolins, Martin Egeland, and Mary Mitchell).
Iron Fist surfaced again in another three-issue
miniseries during this period (Iron Fist vol. 3,
1998), with stories by Dan Jurgens and art by Jack-
son Guice; Iron Fist assisted Quicksilver and the
Inhumans in "The Siege of Wundagore," thanks to
Ostrander and Ferry (Heroes for Hire/Quicksilver
Annual 1998). At the turn of the millennium Iron
Fist crossed paths with the X-Men's Wolverine (Iron
Fist/Wolverine: The Return ofK'un-L'un #l-#4,
2000-2001, written by Jay Faerber and drawn by
Jamal Igle). He was back again to wrestle with more
personal demons and with the Black Panther in the
latter's series (vol. 2 #38-#40, 2002), and
regained an ongoing title of his own in 2004, in the
first comics work by writer Jim Mullaney of the
Destroyer paperback series. Over the course of
nearly three decades, Danny Rand has transcended
not only death, but also the comics medium itself; a
live-action Iron Fist motion picture reportedly star-
ring Ray Park (the agile Darth Maul from Star Wars
Episode 1: The Phantom Menace) has been
announced for a 2006 release. — MAM
Iron Man
Ever since his creation in early 1963 (in Tales of
Suspense #39), Iron Man has been one of Marvel
Comics' heavy hitters, a consistent seller in his own
title and a regular guest in other comics, including
The Avengers. In his alter ego of Anthony (Tony)
Stark, wealthy playboy inventor, owner of Stark Inter-
%&
national, and (let's not beat about the bush here)
an international arms manufacturer, he was an
unlikely figure for young readers to identify with. In
Marvel's early days, much was made of the compa-
ny's creation of "heroes with problems," and Stark's
was potentially fatal: While demonstrating some
new weapons in the jungles of Vietnam, he is
injured by a bomb and captured by a Vietcong war-
lord. With his life ebbing away, Stark is forced to
work for his captors, creating new weapons, but
unknown to them he secretly builds himself a high-
tech suit of armor that will both keep him alive and
make him a walking arsenal.
Once in the gray, clanking suit, Stark defeats
the warlord and returns to the United States to
assume the role of a superhero, but his tragedy is
that he can never remove the chest plate that
keeps him alive. (Indeed, Stark admits, "The name
of Iron Man makes strong men tremble! But, what
good does it do me?? I can never relax ... never be
without my chest plate — never lead a normal life!")
To compound his dilemma, the armor needs con-
stant recharging and has the unfortunate tendency
to run out of power at the most inconvenient
moments, usually in the middle of a pitched battle.
With many of his stories taking place in the vast
Stark International complex, readers were soon
introduced to Iron Man's rather morose chauffeur,
"Happy" Hogan; perky secretary "Pepper" Potts;
and the inevitable love triangle. Hogan loved Potts
but knew that he would never be good enough for
her; Potts loved Stark but he was her boss; and
Stark loved Potts but was held back by the prospect
of his keeling over dead at any moment.
As very much the establishment superhero, it is
perhaps no surprise that Iron Man was Marvel's pre-
mier red-baiting strip for its first decade, sometimes
even showing Soviet premier Nikita Khrushchev plot-
ting against Stark. Almost all Iron Man's major vil-
lains were communists of some hue or nationality,
including Titanium Man, an armor-wearing Soviet
giant (later immortalized by singer Paul McCartney in
a song on his Venus and Mars album). Notable
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exceptions were the Melter, the Black Knight (one of
many Black Knights in comics), Count Nefaria, the
Maggia (an all-purpose crime cartel), and the extra-
ordinary Firebrand, who was a sort of costumed agi-
tator specializing in leading demonstrations. By the
late 1960s, Potts had given up pining for Stark and
had married the nearest man — who just happened
to be Hogan. So Stark embarked on a series of
doomed, tragic romances. The first of these, Whit-
ney Frost, turned out to be the mysterious leader of
the Maggia, but then became Madame Masque after
her face was scarred. Happy Hogan was periodically
called in to help Iron Man and invariably managed to
turn himself into a bald giant called the Freak.
There's no doubt about it: Knowing Tony Stark was
dangerous business.
Throughout the 1960s and 1970s, Iron Man
was a mainstay of Marvel's output — appearing in all
sorts of consumer merchandise, featured in the
Marvel Superheroes television cartoon show from
1966 to 1968, and taking a bow as the hero in
William Rotsler's novel And Call My Killer ... Modok
(1979). The character was one of the charter mem-
bers of the Avengers and has maintained a regular
presence in that superhero group ever since. Stark's
millions have come in handy, for instance, for fund-
ing the plush Avengers' mansion, and his technical
wizardry has enabled him to devise all manner of
means for getting the team out of trouble. That
same technical brilliance also created an ever-evolv-
ing suit of armor, and his hulking gray costume was
soon transformed into a sleek, shining red-and-gold
number bristling with gadgets and ordnance. For his
six-year run in Tales to Astonish, Iron Man was pre-
dominantly written by his co-creator, Stan Lee, and
drawn by Don Heck or Gene Colan, and when he was
given his own title in 1968 George Tuska became
his artist for most of the next one hundred issues.
With that sort of creative stability, fans generally
knew what to expect and, if truth be told, this most
middle-aged of heroes was occasionally rather dull.
That all changed in the 1980s, when the young
writing team of David Michelinie and Bob Layton,
Tales of Suspense #79 © 1966 Marvel Comics.
COVER ART BY GENE COLAN AND JACK ABEL.
along with artist John Romita Jr., decided to shake
up the comic. Under the new regime, things began
to go very wrong for Iron Man, as Stark International
was hit by industrial espionage. A despairing Stark
took to the bottle and had to draft in one of his
employees (and best friend), Jim Rhodes, as a
stand-in Iron Man. Were the fans ready for an alco-
holic superhero? They certainly were, and for the
first time in its existence, the feature actually start-
ed winning awards. However, once the creative team
left for other projects, the awards dried up and the
comic entered a period of almost constant change.
Rhodes regularly took over the Iron Man man-
tle (in response to Stark falling off the wagon) and
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eventually struck out on his own as War Machine, a
sort of ethical world policeman, suited up in Iron
Man armor. Stark's company collapsed, and he had
to start again from scratch. He was paralyzed by an
assassin's bullet (but recovered three issues later),
got drunk again, died and came back to life, and got
drunk once more. Throughout, readers noticed how
Iron Man stories depicted the contrast between
Stark's vulnerability in his civilian identity and his
invincibility as a superheroic modern knight in shin-
ing armor. One well-received interlude in Stark's
troubled times was a storyline called "Armor Wars,"
which revealed that various Marvel villains had
been ripping off Stark's technology for years for
their own weapons.
In the 1990s, Marvel decided to put Stark out
of his misery and killed him off (Iron Man #325,
1996). However, one issue later a younger Stark
was plucked from an alternate dimension and
began where the original left off (although without
the alcohol). The second Tony Stark revels in his
role as a playboy with the ego to match, and his
comic shows all the signs of continuing for years to
come. — DAR
isis
Three thousand years in the past, the Egyptian royal
sorcerer Hapsethsut gave his queen, Isis, a magic
amulet that endowed her — and her descendants —
with the powers of the animals and the elements.
"You will soar as the falcon soars, run with the speed
of gazelles and command the elements of the sky and
the earth," he said. In 1975, science teacher Andrea
Thomas excavated the amulet of Isis and found she
was heir to its secrets. Now, by holding the amulet
and exclaiming "Oh mighty Isis!" Andrea becomes the
superheroine Isis, "dedicated foe of evil, defender of
the weak, champion of truth and justice."
With the live-action Shazam! show a hit on
CBS, producers Lou Scheimer and Norm Prescott
wanted a second superhero show to freshen up the
second season. Taking a cue from the Egyptian ori-
gins of Captain Marvel, they created a female coun-
terpart in Isis. They cast exotic beauty Joanna
Cameron in the lead roles of Andrea Thomas and
Isis, and outfitted her in a skimpy white tunic and
miniskirt, platform boots, and Egyptian jewelry.
The Shazaml/lsis Hour debuted in September
1975, with sixteen half-hour episodes produced in
the first season. Other cast members for the Filma-
tion series included fellow teacher Rick Mason
(Brian Cutler) and students Cindy Lee (Joanna Pang)
and Renee Carroll (Ronalda Douglas), none of
whom ever figured out that Thomas was Isis.
Thomas also had a pet crow named Tut who would
sometimes aid her in emergency situations. By
reciting rhyming couplets such as "0 zephyr winds
which blow on high, lift me now so I can fly," Isis
could fly, gain super strength, and even stop time!
Isis guest-starred in three episodes of Shaz-
am!, and Captain Marvel reciprocated in three of
the six second-season Isis episodes. Another seven
Isis scripts were completed, but were never filmed.
Although The Shazaml/lsis Hour was canceled in
September 1977, Isis continued on as a solo
series of reruns for another year (some sources call
the series The Secrets of Isis). From 1976 to 1977
DC Comics licensed the character and published
eight comic books with her (written by Denny O'Neil,
Steve Skeates, and Jack C. Harris and illustrated by
an array of artists, including Ric Estrada, Wally
Wood, Mike Vosburg, Vince Colletta, and Frank Gia-
coia); other licensing included dolls, puzzles, cos-
tumes, coloring books, and more.
In 1978, Filmation produced Tarzan and the
Super 7 lor CBS. The ninety-minute animated show
featured rebroadcasts of Batman and Tarzan
episodes, as well as five other rotating segments.
One of these segments was Freedom Force, a team
of historical heroes that included Isis, Hercules, Super
Samurai, Sinbad, and Merlin. Isis was voiced by Diane
Pershing in the five produced episodes. The Freedom
Force episodes were later released on video.
#*°
TH£ SUPBBHeiZO BOOK
Isis
A Legend of Isis one-shot comic book was the United States, and although the series has
released in 2002 from Image Comics, but although been seen in foreign countries, neither program-
the heroine was similarly dressed, it wasn't the TV ming chiefs nor zephyr winds have brought mighty
character. Filmation's assets have been sold and Isis back to American fans. — AM
resold multiple times since Isis went off the air in
TH£ SUPBBHeiZO BOOK
*9f
Justice league
of America
"Just imagine! The mightiest heroes of our time ...
have banded together as the Justice League of
America to stamp out the forces of evil wherever and
whenever they appear!" So screamed the text of a
DC Comics house advertisement in 1960, promoting
The Brave and the Bold #28 (March 1960). In that
story, the first superhero team of the Silver Age
(1956-1969) was established, and Wonder Woman,
Aquaman, Flash, Green Lantern, Martian Manhunter,
and even Superman and Batman came together as
a group to fight crime. Their legacy would last well
over forty years to the modern day. And the current
Justice League of America, now known as JLA, still
contains the same members, even if some faces
behind the masks have changed.
The Justice League was the brainchild of DC
editor Julius Schwartz, who saw the smash revivals
of Flash and Green Lantern as a time to update and
reintroduce one of DCs most venerable older super-
hero groups, the Justice Society of America.
Schwartz wanted the new group to have a different
name, as he related in The Amazing World of DC
THB SUPBBHeZO BOOK
Comics #14 (1977) when he said, "To me, 'Society'
meant something you found on Park Avenue. I felt
that 'League' was a stronger word, one that the
readers could identify with because of baseball
leagues." Schwartz assigned famed Golden Age
(1938-1954) sci-fi writer Gardner Fox to script the
new series, and artists Mike Sekowsky and Bernard
Sachs to illustrate the book. After two further
issues of The Brave and the Bold, the JLA was
awarded its own title with Justice League of Ameri-
ca #1 (November 1960).
The early Justice League of America stories
showcased the creative team's ability to introduce
exciting new villains, such as Starro the starfish alien
conqueror; power-stealing android Amazo; mesmeriz-
ing three-eyed alien Despero; tubby Professor For-
tune; magician Felix Faust; Dr. Light; the Royal Flush
Gang; Queen Bee; and many others. At the group's
mountain hideaway "Secret Sanctuary" — outside
Happy Harbor on the East Coast — hot DC stars were
welcomed in as new members. Green Arrow joined in
issue #4 (May 1961), while the Atom came along in
#14 (September 1962). The team even had a hip-
speaking teen sidekick named Snapper Carr, who
managed to help his super-buddies often.
The origin of the JLA wasn't revealed until issue
#9 (February 1962), wherein the team members
**S
Justice League of America
Justice League of America #200 <
COVER ART BY GEORGE PEREZ.
1982 DC Comics.
fought alien champions from the planet Appellax. But
the most memorable stories from the Justice League's
early days came with issues #21-#22 (August-Sep-
tember 1963), which saw the heroes reuniting with
their forebears, the Justice Society of America. As had
been seen in The Rash #123 (September 1961), the
JSA lived on Earth-Two, while the JLA lived on Earth-
One. Piercing the barrier between the Earths enabled
the two teams to fight super-criminals together. The
team-up proved so popular that the stories — most of
which included the word "Crisis" in their titles —
became a yearly event in Justice League of America.
Fox and Sekowsky left the series in 1968, and
writer Denny O'Neill and artist Dick Dillin came
aboard as replacements. Dillin penciled 120 con-
secutive League issues until his death in 1980,
whereupon George Perez and other artists took
over. More heroes joined or were offered honorary
memberships in the JLA, including Hawkman, Black
Canary, Elongated Man, Red Tornado,
Hawkgirl/Hawkwoman, Zatanna, Firestorm, the
Phantom Stranger, Adam Strange, the Creeper,
Metamorpho, Sargon the Sorceror, and others.
Some resigned or took leaves of absence, including
Green Arrow and Wonder Woman. The team moved
their headquarters from the mountain to an orbiting
satellite, constructed using Thanagarian technology
(from Hawkman's homeworld) and requiring mem-
bers to use transportation tubes to gain entrance.
In 1984, the Justice League of America series
was radically revamped. The team disbanded after
a Martian attack, and then reformed with Aquaman
as the leader. Headquartered in a bunker in an
abandoned Detroit factory — and later in the original
mountain base — this Justice League was full of
newcomers such as animalistic Vixen, second-gen-
eration strongman Steel, chameleon-like Gypsy,
breakdancer Vibe, and a few old-timers. The team
didn't click with readers for very long, and Justice
League of America was canceled with issue #261
(April 1987).
During 1987's Legends miniseries, some of
the "Detroit" Leaguers were killed, and a new JLA
was formed. Members of the new Justice League
series (debuting May 1987) included Batman, Mart-
ian Manhunter, Black Canary, Blue Beetle, Mr. Mira-
cle, Green Lantern Guy Gardner, Captain Marvel,
and new heroine Dr. Light. Joining shortly thereafter
were Booster Gold, the Creeper, Captain Atom, Ice-
Maiden/Ice, Green Flame/Fire, Big Barda, Dr. Fate,
and Russian hero Rocket Red. A mysterious bene-
factor named Maxwell Lord helped run the team,
getting them international diplomatic status.
The new series proved popular with the fans,
largely because of the humorous ways its creators
played with the heroes. J. M. DeMatteis and Keith
Giffen never took the characters too seriously, and
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Justice League of America in the Media
penciler Kevin Maguire proved adept at facial reac-
tions that conveyed more than dialogue ever could.
The popular series was renamed Justice League
International with issue #7 (November 1987), and
then Justice League America with #26 (May 1989).
Multiple spin-offs were soon published: Justice
League Europe (1989-1993), which became Justice
League International (1993-1994); Justice League
Quarterly (1990-1994); Justice League Task Force
(1993-1994); and Extreme Justice (1995-1996)
filled the stands, with each book spotlighting a dif-
ferent crew of superheroes operating from Justice
League embassies throughout the world. Eventually
though, the various series' popularity tapered off,
and with Justice League America #113 (August
1996), all the Leaguers were out of work.
A few appearances passed by, and another
series was launched with a shorter-titled JLA issue
#1 (January 1997), though the characters in the
book still referred to their group by its full title most
of the time. This time the big guns were brought
back to confront earth-shaking menaces and galaxy
conquerors as they had at the beginning; unlike the
one-issue Silver Age tales, however, these stories
usually took four to six issues to tell. "Hot" creators
came and went on the series; JLA held its own in
sales. This time the lineup included Superman, Bat-
man, Wonder Woman, Aquaman, Flash, Green
Lantern, and Plastic Man, although membership
would grow and expand to include many of DCs
large roster of heroes, including Huntress, Steel,
Zauriel, Aztek, Tomorrow Woman, Orion, and many
others. More recently, Hourman, Faith, and Manitou
Raven (a redesign of cartoon Super Friends mem-
ber Apache Chief) have joined. This League oper-
ates from the Watchtower, a high-tech base on the
moon; ex-Batgirl Oracle helps them with information
for their missions.
With its own series a solid seller for DC
Comics, JLA has been free to branch out again. A
maxi-series of JLA: Year One (1998) retold the for-
mative year of the team, retroactively inserting
Black Canary in Wonder Woman's spot, according to
revised DC continuity. In 2003, a miniseries called
Formerly Known as the Justice League reunited the
"comedy-era" team of DeMatteis, Giffen, and
Maguire to relate new adventures of the second-
rate squad. The series was a surprise sales hit, and
further volumes were announced. Writer Paul Dini
and painter Alex Ross also delivered a treat to fans
with the tabloid-sized JLA: Secret Origins (2002)
and JLA: Liberty and Justice (2003). And a new
comic-book series based on the popular Justice
League cartoon series debuted in January 2002 for
younger audiences, titled Justice League Adven-
tures. After forty-three years, it seems that the fans
still thrill to see the mightiest heroes of our time
banding together as the Justice League of America
... and as long as there are DC superheroes and vil-
lains, perhaps they always will. — AM
Justice league
of America in
the Media
DC Comics' mightiest heroes may have banded
together to fight evil in the pages of comic books,
but their history in the media has been a bit more
fractured. Until the early 2000s, the Justice League
of America had only made a handful of appearances
on television, and none in the movies. And yet, if
the average person looked at the membership of
the JLA, he or she might classify them easily: as the
Super Friends.
The first appearance of the Justice League was
in animated form on Filmation's The Superman-
Aquaman Hour of Adventure. Debuting on Septem-
ber 9, 1967, the hour-long show featured two Super-
man adventures and a Superboy story in one half-
hour, and two Aquaman adventures and a guest-hero
in the other half-hour. Each of the guest-heroes had
three seven-minute stories. Guest heroes included
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Justice League of America in the Media
Legends of the Superheroes stars (from left to right): The Flash (Rod Haase),
Robin (Burt Ward), Black Canary (Danuta Rylko-Soderman), Hawkman (Bill Nuck
ols), Huntress (Barbara Joyce), Retired Man (William Schallert), Batman (Adam
West), Captain Marvel (Garrett Craig), and Green Lantern (Howard Murphy).
the Flash, Hawkman, Green Lantern, the Atom, Teen
Titans, and Justice League of America. This latter
team consisted of Superman, Flash, Hawkman,
Green Lantern, and the Atom. The guest-hero entries
were repeated the following year when the series
split; The Adventures ofAquaman aired from Sep-
tember 1968 to September 1969.
Although the lead characters — Superman, Bat-
man, Robin, Wonder Woman, and Aquaman — were
similar to the core of the JLA,
Hanna-Barbera's animated Super
Friends series, which began on
ABC in September 1973, was not
technically the Justice League.
The group was known as "the
Super Friends" to civilians and
villains alike on the series. Even
in later episodes, when other JLA
members such as Green
Lantern, Hawkman, Hawkgirl,
Flash, and Atom joined for adven-
tures, the team retained its
friendly sobriquet in all but a few
instances when the name "Jus-
tice League" crept in. By 1984,
when Kenner's Super Powers toy
line was going strong, the Super
Friends became the Super Pow-
ers Team, and Firestorm joined.
There has never been a first
live-action appearance of the Jus-
tice League on television, but
that wasn't for lack of trying. On
January 18 and 25, 1979, NBC
aired Hanna-Barbera's Legends
of the Super-Heroes, a two-part
story subtitled "The Challenge"
and "The Roast." In the first part,
the heroes were represented by
Batman (Adam West), Robin
(Burt Ward), Captain Marvel (Gar-
rett Craig), Black Canary (Danuta
Rylko-Soderman), Flash (Rod
Haase), Huntress (Barbara Joyce), Green Lantern
(Howard Murphy), Hawkman (Bill Nuckols), and H-B
creation Scarlet Cyclone/Retired Man (William
Schallert). In a plot involving a bomb, they faced the
villains gathered against them, which included Mor-
dru (Gabriel Dell), The Riddler (Frank Gorshin), Dr.
Sivana (Howard Morris), Sinestro (Charlie Callas),
Solomon Grundy (Mickey Morton), Weather Wizard
(Jeff Altman), and Giganta (A'leisha Brevard).
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Justice League of America in the Media
In "The Roast," emcee Ed McMahon hosted a
roast of the heroes while they sat around and were
ribbed by villains and other superheroic colleagues.
Added to the mix this time were heroes Ghetto Man
(Brad Sanders) and the Atom (Alfie Wise), plus vil-
lainess Aunt Minerva (Ruth Buzzi). Neither of the
Legends of the Super-Heroes specials ever aired
again. But at least they aired once, which is more
than the next set of Justice League telefilms got a
chance to do.
In 1989 and 1990, Lorimar and Magnum Pro-
ductions were working on a two-hour television pilot
for Justice League of America. Hampered by the
fact that Superman, Batman, Wonder Woman,
Flash, and Green Lantern were already optioned,
they were forced to use less-known characters. Tak-
ing several pages from the JLA series of that time
period (the humorous one), they chose Martian
Manhunter, Blue Beetle, Booster Gold, Fire, Ice, Mis-
ter Miracle, Big Barda, Maxwell Lord, and Oberon, in
a convoluted and silly plot against a Lord of Chaos.
Four script drafts were produced by James Caape,
David Arnott, and Jeff Freilich before the project was
scrapped.
The next Justice League of America telefilm
project actually was produced in 1997 as a pilot for
CBS, directed by Felix Enriquez Alcala and an
uncredited Lewis Teague, and scripted by Lome
Cameron and David Hoselton. Again following the
humorous League stories, it featured a rotund Mart-
ian Manhunter (David Ogden Stiers), Green
Lantern/Guy Gardner (Matthew Settle), the Flash
(Ken Johnston), the Atom (Jon Kassir), Fire
(Michelle Hurd), and Ice (Kim Oja). Operating out of
their underwater base — Manhunter's Martian
ship — the JLA tries to protect New Metro from a vil-
lain called "the Weatherman" (Miguel Ferrer). The
characters were treated as slackers, the costumes
were dreadful, and the story was trite; small wonder
that CBS passed on the project and it never aired in
the United States. It did air in other countries — Eng-
land, Germany, Brazil, Israel, and others — in two dif-
ferent forms. One was a straight-ahead narrative,
while the other was presented pseudo-documentary
style, splicing in interviews with the heroes to the
action footage!
It would take animation for the proper Justice
League to be seen again on television. First, WB's
Batman Beyond would guest-star the futuristic Jus-
tice League Unlimited in two November 2000
episodes. Then, following the success of Batman:
The Animated Series and Superman: The Animated
Series, Bruce Timm, Paul Dini, and Alan Burnett
pitched a new Justice League series in 1998. The
following year, Warner Bros, commissioned the
show for the Cartoon Network. Not aimed at young
audiences, Justice League played it straight when it
debuted on November 1, 2001. The core group
included Superman, Batman, Wonder Woman,
Green Lantern/John Stewart, Martian Manhunter,
Flash, and Hawkgirl. The heroes banded together in
a three-part "Secret Origins" tale, and then had
mostly two-part adventures from then on. Episodes
were aired first in full-screen, and secondly in
widescreen, with black bars obscuring the top and
bottom of the picture (the producers originally want-
ed to do the series in widescreen).
The Justice League heroes work out of the
Watchtower, a satellite in geosynchronous orbit
around the Earth. They have fought an impressive
array of comic-book villains, including Lex Luthor,
the Joker, Kanjar Ro, the Manhunters, Deadshot,
Felix Faust, Mongul, Gorilla Grodd, and Vandal Sav-
age. They have also teamed up with other heroes
such as Aquaman, Metamorpho, the Green Lantern
Corps, the Blackhawks, the Demon, and Sgt. Rock.
Many well-known Hollywood talents have lent their
voices to the series, including Smallville's Michael
Rosenbaum, Mad TV's Phil LaMarr, Mark Hamill,
Gary Cole, John Rhys-Davies, Robert Englund,
Patrick Duffy, and even David Ogden Stiers (though
he played Solivar instead of Martian Manhunter).
In March 2003, the Justice League guest-
starred on two episodes of the WB's animated Stat-
ic Shock! cartoon. Later that fall, Justice League
was moved to a one-hour block, and the two-part
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Justice Society of America
shows were combined. Due to outside licensing, it
seems unlikely that a Justice League film or live-
action series will ever be produced, but fans are
happy with the animated series, which finally gives
the Justice League of America the show it
deserves. — AM
Justice Society
of America
It's a rare superhero team that can be said to have
created a whole genre, but the Justice Society of
America (JSA) did just that in the pages of All Star
Comics. Simply put, they were the first superteam
in comics history — the first time that superheroes
banded together to fight a common foe. The team's
origin has its roots in the confusing development of
DC Comics or, to be more precise, in the creation of
its sister company, All-American Publications. In
1939, DC owner Harry Donenfeld joined forces with
industry pioneer Max (M. C.) Gaines to form an off-
shoot called Ail-American, which would have its own
editorial base (led by chief editor Sheldon Mayer)
and its own characters. Within two years of the
company's creation its self-titled publication Ail-
American Comics had amassed a formidable roster
of heroes, including the Flash, Hawkman, Johnny
Thunder, Green Lantern, the Atom, and Dr. Mid-Nite.
All Star Comics was one of many Golden Age
(1938-1954) anthology comics stuffed to the gills
with superheroes, but with its third issue (Winter
1940) the decision was made to put them all
together into a team. Mayer and writer Gardner Fox
combined their own All-American heroes with some
of DCs characters, notably Dr. Fate, Hourman,
Sandman, and the Spectre, and the Justice Society
of America was born. For its first few years, the
strip featured individual adventures of the various
heroes (often drawn by their regular creative
teams), usually pitted against a common foe, culmi-
nating in the group all meeting up in the last few
pages. With a length of up to fifty-eight pages, the
tales had an epic quality that captivated readers,
despite the occasionally crude artwork on show.
The momentum of World War II only increased the
comic's excitement as the team took on the Axis
hordes and even went so far as to join the army
(where they were also occasionally known as the
Freedom Battalion).
Early on, management decided to showcase
those heroes without their own comics (which is
why Batman and Superman were notable absen-
tees) and, as Flash and Green Lantern gained their
own titles, they were eased out, as was Hourman
(to make way for DCs big hope of 1942, Starman).
Issue #8 saw the first appearance anywhere of All-
American's biggest star, Wonder Woman, who was
inducted into the group a few issues later, although
she mostly had to make do with being the team
secretary until issue #39! In late 1944, the comic
witnessed a bigger upheaval when All-American
owner Gaines split from DC over a row with DC
owner Harry Donenfeld (who had given half of his
share of All-American to DCs accountant, Jack
Liebowitz). Consequently, DC regulars the Spectre
and Starman were booted out (joining recent
evictees Sandman and Dr. Fate, who had just seen
their own solo series canceled). A year later, Gaines
sold out his share in the company to Donenfeld,
and All-American was formally merged with DC. Sur-
prisingly, however, the Justice Society remained
wholly made up of All-American heroes to its end.
By the mid-1940s, the comic was at its peak,
with the return of the Flash and Green Lantern,
improved art from such young talents as Alex Toth,
Carmine Infantino, and Joe Kubert, and scripts from
Fox, Robert Kanigher, and John Broome. The JSA
had also amassed a formidable array of foes,
including the Wizard, the Brain Wave, Degaton, Van-
dal Savage, the Psycho Pirate, and the Injustice
Society; they would all serve as the team's principle
enemies for decades to come. Wildcat and Mr. Ter-
rific (both from the pages of Sensation Comics)
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Justice Society of America
made fleeting appearances in
1945, but it was the Black
Canary (introduced to the team
three years later, in issue #38)
who was to be the last significant
new member. DC canceled
almost all its superhero books in
1949 but All Star Comics hung
on for a few years longer as the
last refuge for All-American's
once-cherished superheroes.
Their final appearance came in
issue #57 in 1951 and with the
following issue the comic was
retitled All-Star Western, signaling
the end of an era.
In the ensuing years, the JSA
became the focus for much of
comic fandom and were the sub-
ject of numerous fanzine articles.
When DC started reviving its long-
lost heroes in the late 1950s, the
team was the inspiration behind
the Justice League of America,
who in turn inspired Marvel
Comics' Fantastic Four. Soon, the
clamor for the JSA inspired Julius
Schwartz (the JSA's final editor,
and then-current editor of the Jus-
tice League) to reintroduce the
Society in a two-part team-up
with the League in 1963.
Schwartz and writer Fox rational-
ized the JSA's reappearance by establishing that
they were in fact from a parallel planet — called
Earth-Two — which was apparently where all the
1940s and early 1950s DC/All-American adven-
tures had actually taken place.
The Justice League story proved to be so popu-
lar that Schwartz decided to make the team-up an
annual event, which was to last until 1985. The Jus
tice Society members featured in the team-ups
hailed from various periods of the strip, seemingly
t4 Startling Adventure
ojOU JUSTICE SOCIETY^ AMERICA!
All Star Comics #37 © 1947 DC Comics.
COVER ART BY IRWIN HASEN.
chosen at random. Previously little-seen characters,
such as Wildcat, Superman (the Earth-Two version),
Hourman, and Mr. Terrific became regulars and the
Earth-Two Robin was introduced to the team. These
crossovers sparked interest in the individual
heroes, leading to more guest appearances in such
comics as The Flash, Green Lantern, Atom, and The
Brave and the Bold, while the Spectre was given his
own, short-lived title (the first of many Spectre
series). Finally, the groundswell of affection for the
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Justice Society of America
team culminated in All-Star Comics being revived in
1976 with issue #58 (ignoring the many issues of
All-Star Western), twenty-five years after their last
Golden Age adventure.
However, the new All-Star was no mere exercise
in nostalgia. Writer Gerry Conway introduced a new
group of younger heroes: the Star-Spangled Kid,
Robin, and a new superheroine, Superman's feisty
and flirtatious cousin, Powergirl. This new group
called themselves the Super Squad. The intergener-
ational conflict between the aging JSA and the
Super Squad enlivened a well-crafted comic, with
the grizzled ex-boxer Wildcat, something of a bit
player in the 1940s, emerging as a star at last. In
its later years, the Justice Society had become a
rare showcase for powerful female characters; both
Wonder Woman and Black Canary took prominent
roles. Similarly, the new All-Star featured strong
women: In addition to Powergirl, the comic also
starred the much darker Huntress (introduced in
issue #69), a.k.a. Helena Wayne, later revealed to
be the daughter of Batman and Catwoman. The
Huntress went on to her own backup in Wonder
Woman and Batman Family, as well as numerous
Batman titles, a couple of her own series in the
1990s, and a starring role in the Birds of Prey title.
Unfortunately, she could not inspire the public to
buy All-Star Comics, and it was canceled with issue
#74, while the JSA briefly moved over to the pages
of Adventure Comics, where the Earth-Two Batman
was killed off. Undeterred by this setback, DC still
had faith in the team and, over the next two
decades, no fewer than ten Justice Society-inspired
titles were launched.
Of the many fans who clamored for the team's
revival in the early 1960s, Roy Thomas (then editor
of the legendary fanzine Alter Ego) was one of the
most vocal. In the years that followed, he rose to
become the editor-in-chief and one of the top writ-
ers at Marvel Comics, but by 1981 he was looking
to make his mark at DC and his first project
involved his beloved Justice Society, albeit some-
what tangentially. All-Star Squadron was set at the
dawn of World War II, and over its six-year existence
featured pretty much all the JSA at one time or
another, but its focus was on those Golden Age
stars passed over by All-Star Comics. The team con-
tained old DC heroes Johnny Quick, Robotman, Lib-
erty Belle, and the Shining Knight, plus two charac-
ters from rival company Quality Comics, Firebrand
and Tarantula, and one new creation, Amazing
Man — the first African-American hero set in that
era. Much as he had done with Marvel's Invaders,
Thomas wove ancient strands of comic-book conti-
nuity with historical events and military set pieces
to fine effect.
The success of these Earth-Two heroes
inspired Thomas to revive their contemporary
adventures and, possibly piqued by the Super
Squad, he created Infinity Inc., together with artist
Jerry Ordway. Infinity Inc. characters were the off-
spring of various superheroes who had been reject-
ed by the "grown-up" JSA. They had banded togeth-
er to prove their elders and betters wrong. The
team consisted of Fury (daughter of Wonder
Woman), the Silver Scarab and Northwind (son and
godson respectively of Hawkman), Nuklon (godson
of the Atom), Jade and Obsidian (Green Lantern's
children), and Brainwave Junior, along with disaffect-
ed younger JSA-ers Power Girl, Huntress, and Star
Spangled Kid. Slick, modern, and fast-moving, the
comic was a fine companion to the All-Star
Squadron, and later introduced new incarnations of
Hawkman, Dr. Mid-Nite, and Wildcat. However, all
was not well in the DC boardroom.
The powers-that-be had been wary about the
sheer volume of past history that their heroes were
carrying, and felt that their whole line needed to be
simplified and updated. In the wake of the creation
of the Earth-Two concept, several other alternative
universes had sprung up, including Earth-X for the
heroes bought from Quality Comics, Earth-S for Cap-
tain Marvel, and even Earth Prime for our own
world. DC decided that they all had to go, and in the
1985 Crisis on Infinite Earths miniseries the vari-
ous worlds were merged, and numerous comics
300
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Justice Society of America
were given "year-one" relaunches. But if the (heroic)
world began in 1985, where did that leave the old
Justice Society with their Golden Age counterparts
of Wonder Woman, Superman, et al.? Thomas coun-
tered this confusion with yet another wartime
comic — the Young All-Stars — starring stand-ins for
the now unusable old stars. However, this did not
quite catch on. By 1989, the last of the JSA-
inspired comics was canceled, killed by the confu-
sion created in the wake of the series that was
meant to end confusion.
The early 1990s saw a few tentative steps
toward reviving the Justice Society, first in 1991 with
a nostalgic 1950s-era miniseries, followed a year
later by a last, present-day outing for the original
team. (Incidentally, both series were titled Justice
Society of America, the only time they appeared in a
comic with that name.) That second series unflinch-
ingly, lovingly, and wittily starred a team of now elder-
ly heroes. However, this was not what DC wanted to
see, and the comic lasted a mere ten issues. In the
1994 miniseries Zero Hour (another failed attempt
at simplification), numerous group members were
either killed off altogether (Dr. Mid-Nite, Hawkman,
and the Atom) or aged to doddering infirmity.
Salvation came in the form of British writer
James Robinson, who had made a splash with his
1993 miniseries The Golden Age (an imaginary
story set in the 1940s). He rekindled interest in
the old team in 1999 with a series called The Jus-
tice Society Returns. This was followed immediate-
ly by a regular series simply called JSA, which
began unpromisingly with the death (of old age, for
once) of yet another team member, the Sandman,
but went on to become not only a success but also
a worthy tribute to the venerable group. Original
members the Flash, Green Lantern (renamed Sen-
tinel), and Wildcat were joined by new incarnations
of Dr. Fate, the Spectre, Dr. Mid-Nite et al., along
with Infinity Inc. alumni Brainwave and Nuklon (now
known as Atom Smasher) and a female Star Span-
gled Kid (step-daughter of Stripsey, the original
Kid's sidekick).
Fittingly, the new JSA has inherited the same
parade of villains (Solomon Grundy, the Injustice
Society) and the same sense of honesty and fun that
characterized the earliest incarnations. The old
heroes (such as the Flash, Wildcat, and Hawkman)
may have been simplistic by contemporary stan-
dards, but they personified an uncomplicated, heroic,
essentially moral sense of the world — quite refresh-
ing in the twenty-first century. In its various forms, the
JSA and its offshoots have proved to be remarkably
resistant to the periodic waves of "relevance" and
nastiness that have afflicted the comics world from
time to time. In some respects, the group represents
DCs past (and that of comics in general), and as
much as the company may try to kill off the charac-
ters or in some way expunge the ponderous baggage
of their long history (more than sixty years and count-
ing), somehow they keep on coming back, enriching
new generations of readers. — DAR
TH£ SUPBBHeiZO BOOK
Sqj
Kwtowrfe
Any person even remotely familiar with Superman
lore has heard of this superhero's number-one vul-
nerability: kryptonite.
First introduced on the Superman radio show in
1945 before making its way into the comic-book
pages of Superman #61 (1949), kryptonite is used in
the Superman mythology to denote any portion of
material that survived from Superman's exploded
planet, Krypton. The material, described as "the only
thing the Man of Steel has to fear in the entire uni-
verse" in Action Comics #291 (1962), scattered
throughout space and "laden with cosmic energy,"
emits a deadly radiation to which Superman and other
surviving natives of Krypton are vulnerable. Because
kryptonite fragments still float in space, they make
their way to planet Earth buried in meteors.
There are five unique types of this planetary
matter, the nuances of which only the most die-hard
Superman fan has committed to memory. Green
kryptonite, the most common variety and the one tra-
ditionally discussed in comics stories of the Golden
(1938-1954) and Silver (1956-1969) Ages, is the
only type potentially fatal to the hero. If not removed
"in time" from Superman's midst, death follows the
loss of his superpowers and a general state of iner-
tia. While large quantities produce the most drastic
effects, even a piece the size of a jawbreaker can
bring Superman to his knees. Though the Man of
Steel has often circumvented the effects of green
kryptonite by using the heat of his X-ray vision to melt
away small chunks of the substance, this Super-plan-
of-attack doesn't work with larger quantities.
Though not fatal, red kryptonite imposes tem-
porary (usually twenty-four hours), strange, and ran-
dom results, such as when it turned Superman into
a giant ant, drove him insane for forty-eight hours,
or made it impossible for him to write or speak in
any language other than his native Kryptonese. As a
general rule, once Superman is exposed to the
strange effect, he becomes immune to it, forcing
his writers to come up with new and interesting
ways of afflicting the hero. Gold kryptonite perma-
nently steals Superman's superpowers; white kryp-
tonite affects only plant life; and blue kryptonite is
hazardous only to Bizarro (a Superman "replica"
hero built by supervillain Lex Luthor as "a
grotesque imitation of Superman" in Action Comics
#254 in 1959) and related Bizarro creatures. Kryp-
tonite of the green, red, and gold variety is toxic to
any surviving natives of Krypton, including members
of the Superman family such as Supergirl and Kryp-
to the Super-Dog.
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*ti>3
Kryptonite
Over the years Superman writers introduced
variations like jewel kryptonite and X-kryptonite, the
latter of which gave Supergirl's cat Streaky super-
powers. The one substance impervious to kryp-
tonite is lead. In 1971, Superman editor Julius
Schwartz excised kryptonite from the Man of Steel's
canon, although it has been used more judiciously
since the reworking of the Superman mythos begin-
ning in The Man of Steel #1 (1986). The glowing
substance from a distant planet factors heavily into
Superman media, having been used in the 1948
movie serial Superman, a half dozen episodes of
the Superman television series of the 1950s, ani-
mated cartoons of the 1960s and 1970s, and the
four live-action Superman films of the late 1970s
and 1980s. — GM
<fifi
TH£ SUPBBHeiZO BOOK
(awe, lois
She's pop culture's best-known damsel in distress,
but Lois Lane is one gal who can take care of herself.
As a reporter's rival, Superman's girlfriend, and even
Clark Kent's wife, Lane has accompanied the Man of
Steel through a never-ending string of adventures.
Beginning with Superman's first appearance in Action
Comics #1 (June 1938), writer Jerry Siegel and illus-
trator Joe Shuster clearly establish that this impru-
dently ambitious newspaper journalist for Metropolis'
Daily Planet (called the Daily Star in the earliest tales)
will go to any length to get a story, being it shimmying
along skyscraper ledges, stowing away on speeding
trucks, or frolicking with hardnosed gangsters. Borrow-
ing their inspiration from the Hollywood heroine
"Torchy Blaine," a saucy female newshound from a
1930s movie franchise, Siegel and Shuster regularly
place Lane in perilous predicaments — she faces a
dictator's firing squad, is booted from a speeding
sedan, and freefalls without a working parachute — but
in a flash of red and blue Superman always arrives for
a daring rescue. Lane is so aggressively industrious,
however, one suspects that she could save herself if
the Man of Steel didn't show.
But show he did, usually because Superman's
alter ego, reporter Clark Kent, accompanied his
audacious Planet colleague on many of her assign-
ments, forging a formula that ran for decades: Lois
ditches Clark to scoop him, she gets in trouble,
Clark sneaks away to become Superman, Super-
man rescues Lois. With each encounter with the
Man of Steel, Lane became suspicious as to why
Superman and Kent never appear together ("intre-
pid girl reporter," indeed). Thusly, she spent much
of the next thirty years ferreting out clues, perpe-
trating hoaxes, and even setting traps to prove that
Kent and Superman were the same. Yet the Man of
Steel was always one step ahead of Lane, out-
smarting her each time while frequently concluding
comic-book stories and animated television
episodes with a winking aside to the reader/viewer.
For decades, Lane treated Kent as a profes-
sional adversary, and sometimes with contempt, crit-
icizing him for being timid. She occasionally found
him charming, though, as in a Superman daily news-
paper strip (April 24, 1941) where she revealed,
"Odd, Clark — half the time I can't make up my mind
whether you're a swell fellow or a heel...." Converse-
ly, it didn't take long for Lane to develop a fascina-
tion with Superman beyond an appreciation of his
astonishing abilities. She longed to be Mrs. Super-
man; in Action Comics #245 (1958), when the Man
of Steel commented to Lane about their friendship,
she sighed to herself, "I ... I wish I were more than a
TH£ SUPBBHeiZO BOOK
*Q5
Chapter Name
close friend ... his wife!" Her love was to remain
unrequited for decades, although "imaginary" sto-
ries in the 1960s frequently placed Lane in the role
of Superman's spouse, and sometimes the mother
of a super-son or super-daughter.
Superman did carry the torch for Lane, but his
duties as the world's greatest superhero prohibited
him from walking down the aisle with her. Other
suitors for Lane came and went, including million-
aires, superheroes from other worlds, mobsters,
Batman (the reporter became Mrs. Bruce Wayne in
a 1969 imaginary tale), and even Superman's foes
Bizarro and Titano the Super-Ape. During the
1960s and 1970s, Lana Lang, Superboy's sweet-
heart from the Man of Steel's hometown of Small-
ville, reentered the picture as a competitor for
Superman's affections.
Lane has always stood as an advocate for gen-
der equality. American women may have marched
out of the factories and back into the kitchen at the
conclusion of World War II, but not Lane — she
remained a working gal, dedicated to her career.
Her exposes on Metropolis' gangland earned her
kudos and assassination attempts. Through all this
excitement, she remained a fashion plate, reflecting
each decade's styles with impeccable flair — Lane
sported tailored business suits in the 1940s, pill-
box hats in the 1950s, miniskirts in the 1960s, and
pantsuits and hot pants in the 1970s.
As the Man of Steel's popularity mushroomed
throughout the 1950s, in part due to the success
of the syndicated television program The Adven-
tures of Superman (1953-1957), Lane earned her
own comic-book title in 1958, Superman's Girl
Friend Lois Lane, after a pair of issues of DC
Comics' try-out book Showcase. Her series, which
ran through 1974, was a favorite among girls, with
stories of female empowerment (Lois goes under-
cover, Lois gains powers as Superwoman), female
fantasy (Lois becomes a witch, Lois becomes a
crone), and female domestication (Lois fantasizes
over marrying Superman).
When writer/artist John Byrne spearheaded the
overhaul of the Superman mythos beginning with DC
Comics' The Man of Steel miniseries in 1986, Lane
also received a facelift. Pining and pettiness were no
more: Lane, now a military brat adept at hand-to-
hand combat, returned to her roots as a hardcore
journalist. For the next decade, the reporters' rivalry
between Lane and Kent blossomed into a profound
friendship, and DC Comics, recognizing the maturity
of its audience, allowed the previously unthinkable
to happen in 1996: Lane finally became Mrs. Super-
man, or actually, Mrs. Clark Kent, marrying the Man
of Steel (and of her dreams) in a highly promoted
event taking place in the comics and on live-action
television in the series Lois & Clark: The New Adven-
tures of Superman (1993-1997).
Lane has joined Superman in each of the hero's
multimedia adaptations in theatrical animated shorts,
a radio program, movie serials, several cartoon and
live-action television series, and four theatrical motion
pictures. The most popular interpretations of the char-
acter were provided by spunky Noel Neill in seasons
two through five of television's The Adventures of
Superman (1953-1957); by firebrand Margot Kidder
in the film franchise, most notably Superman: The
Movie (1978) and Superman II (1981); and by fetch-
ing Teri Hatcher in television's Lois & Clark. — ME
legion of
Super-Heroes
Every kid needs friends, and Superboy, the prodi-
gious youth starring in DC Comics' "Adventures of
Superman When He Was a Boy," was certainly no
exception. Enter the Legion of Super-Heroes (LSH):
Opposite: Dean Cain (Superman) and Teri Hatcher (Lois Lane) set hearts aflutter in Lois & Clark:
The New Adventures of Superman.
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So?
Legion of Super-Heroes
Superboy #204 © 1974 DC Comics.
COVER ART BY NICK CARDY.
the magnetically powered Cosmic Boy, the mind-
reading Saturn Girl, and the electricity-generating
Lightning Boy, materializing in DC Comics' Adven-
ture Comics #247 (1958). Hailing from the future—
the thirtieth century, to be exact — this teenage trio
time-travels to Superboy's era to recruit him into
their club. Thanks to the Legion's time bubble, the
Boy of Steel finds himself in his hometown of Small-
ville, one thousand years hence, where his new
superpals are only part of a larger clique (although
the other young heroes' faces are shadowed)
whose headquarters (their clubhouse) is an upside-
down spaceship resembling a prop from a late
1950s sci-fi movie. The Legion's entire depiction of
the future smacks of the post-atomic age's vision
of the world of tomorrow: Robot factories, jet packs,
and yes, even flying cars abound! After proving him-
self a "super-good sport" by surviving a rigged initi-
ation (hoaxes were popular story gimmicks during
this era in the Superman comics), Superboy is
sworn in as a Legionnaire and returns home to
proudly show his father, Pa Kent, a prize ribbon
decreeing him "Super-Hero Number One."
Mort Weisinger, editor of the Superman family
of titles, intended Adventure #247's tale "The
Legion of Super-Heroes" as nothing more than a
throwaway. Readers had other ideas, however, and
mail demanding that the Legion return flooded the
DC offices. Twenty issues later, they were back (with
Lightning Boy rechristened as the alliterative Light-
ning Lad), and before long the LSH also encoun-
tered Supergirl on yet another recruitment mission.
The Legion's roster expanded with more superteens
whose heroic names easily identified their powers:
Chameleon Boy, Colossal Boy, Invisible Kid, Phan-
tom Girl, and Triplicate Girl. Issues cover-spotlight-
ing LSH members sold so well that "Tales of the
Legion of Super-Heroes" bumped "Tales of the
Bizarro World" out of Adventure and became a regu-
lar monthly feature beginning with issue #300 (Sep-
tember 1962), and before long the Legion ultimate-
ly seized the entire title from co-star Superboy.
Soon the Legion became truly that, with an
enormous cast including, but not limited to, Ultra
Boy, Superboy's "brother" Mon-EI, Brainiac 5 (the
descendent of Superman's android enemy), Sun
Boy, Star Boy, Shrinking Violet, Lightning (later Light)
Lass, Bouncing Boy, and, believe it or not, Matter-
Eater Lad, as well as standbys the Legion of Substi-
tute Heroes and the Legion of Super-Pets. Science
remained a major element in the tales, with some
upgrades along the way, like the Legion's original jet
packs being replaced by anti-gravity belts. And a
rogues' gallery, including the Time Trapper, the
Legion of Super-Villains, and even the twentieth
century's Lex Luthor, began to appear and reappear.
While simple in concept, the early Legion of
Super-Heroes series was surprisingly complex for
its time. Its pretense as a superhero "club" veiled
30»
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Legion of Super-Heroes
its true message of brotherhood — members of the
LSH migrated from a variety of worlds across the
galaxy, which had banded together as the United
Planets and shared a common language, Interlac.
This interplanetary harmony, however, reflected the
Anglo-centric thinking of the late 1950s and early
1960s: Despite their otherworldly origins, every
Legionnaire was white, except for the orange-
skinned, pointy-eared Chameleon Boy and the
green-skinned Brainiac 5. Basing itself in thirtieth-
century Metropolis (not Smallville, as in the LSH's
initial outing), the Legion was often aided in its pro-
tection of Earth by the high-tech Science Police. The
LSH operated under a strict constitution, which stip-
ulated, among other things, a maximum age of eigh-
teen, the annual appointment of an acting leader
(who was chosen by the vote of the readers), and
an expulsion provision (several Legionnaires were
debarred in solemn hearings). Weisinger printed
stories that revealed the dangerous consequences
of superheroics: In an early battle, Lightning Lad
lost an arm, and later his life (although he soon
returned from the dead), and one of Triplicate Girl's
three bodies was destroyed by the menacing
machine called Computo, leaving her Duo Damsel.
Throughout the mid-1960s, the Legion's popu-
larity grew, and the series cultivated a loyal and
often vociferous fan base, including a teen named
Jim Shooter. Shooter lobbied editor Weisinger for
work by pitching crudely illustrated but boldly imagi-
native stories, and soon the young scribe was
authoring the LSH feature in Adventure. Frequently
paired with penciler Curt Swan, best known as
"the" Superman artist of the 1960s (who disliked
drawing LSH because of its sizeable cast and asked
that his Legion stories feature smaller numbers of
characters), Shooter's LSH run in Adventure was
noteworthy due to its development of the young
heroes' personalities: Each cast member was indi-
vidually and consistently characterized, from Light-
ning Lad's impulsiveness to newcomer Princess
Projectra's (actual royalty!) snobbishness. The
Legionnaires often referred to each other by their
otherworldly civilian names — some examples: Cos-
mic Boy/Rokk Krinn, Chameleon Boy/Reep Daggle,
and Shrinking Violet/Salu Digby — and as the series
progressed, more was revealed about their parents,
siblings, and home planets. Under Shooter's
tenure, Legion mainstays like flight rings, the merci-
less magician Mordru, and the fearsome Fatal Five
entered the lore. By the late 1960s, Shooter and
Swan vacated the thirtieth century, bringing the
Legion's first glory days to a close, and the series
hobbled along with no true creative direction until
being ousted from Adventure Comics by Supergirl
beginning in issue #381 (June 1969) and temporar-
ily demoted to the backup spot in Action Comics
before being retired.
The Legion didn't lay dormant for long, return-
ing in 1971 as a backup in Superboy before later
taking over the title. The LSH enjoyed its second
heyday in the 1970s: Hot new artists like Dave
Cockrum and Mike Grell became fan favorites on
the series, the heroes' garb was modernized (Phan-
tom Girl wore bell bottoms and Element Lad sport-
ed a perm), and new characters like Wildfire and
Tyroc (the first black member to break the LSH's
color barrier) joined the team. The Legionnaires
aged to their late teens, and romances took root,
with several members even getting married. Sci-
ence-fiction influences intensified, and the dated
futuristic vision of the 1960s was replaced by tech-
nological marvels, including an expansive headquar-
ters with a full training facility and warring alien
races that defied the laws of the United Planets.
With its intricate themes and scientific inspirations,
Legion of Super-Heroes became the comic-book
equivalent of Star Trek, and continued to boast a
loyal fan following.
Writer Paul Levitz began a lengthy run on
Legion in 1982, and along with artist Keith Giffen
made the series DCs second best-selling title, trail-
ing the company's top hit, The New Teen Titans.
Levitz and Giffen's most celebrated Legion story-
line, "The Great Darkness Saga," employed twenti-
eth-century villain Darkseid as the future team's
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Lobo
antagonist. Legionnaires came and went, married
and had children, and the series matured, evolving
away from its unsophisticated original concept of a
club for superkids. But throughout myriad changes,
one constant remained: Superboy, a recurring and
popular member. Then came John Byrne.
Writer/artist Byrne was Marvel Comics' "fix-it"
man, having resuscitated several failing titles for
DCs chief competitor. Hired by DC to orchestrate a
highly anticipated Superman relaunch that com-
menced with the miniseries The Man of Steel
(1986), Byrne excised Superboy from the Superman
mythos, forcing the Legion to readjust without its
core member. It was explained that a Superboy from
an alternate, "pocket" universe was the Legion's
teammate, not the younger self of the "real" Super-
man, before the young hero flew into comics limbo.
With this revision, perceived as contrived by some,
convoluted by others, the Legion began to stray
even further from its kid-friendly roots. Frequent tie-
ins to twentieth-century continuity, including team-
ups with Superman and a spinoff series called
LE.G.I.O.N. '89 (later '90, then '91, etc., before
getting the boot in 1994), made the LSH franchise
harder to follow.
A 1989 Legion of Super-Heroes reboot fea-
tured an older and less optimistic Legion, sans cos-
tumes and codenames, in a densely plotted series
occurring immediately after a then-unexplained
"five-year gap" in story continuity (although details
would later emerge). Giffen was the chief architect
of this version of Legion, applauded by sci-fi afi-
cionados for its intricacy but ignored by readers
yearning for softer, more accessible fare. In this
incarnation, the future Earth was destroyed, and a
more reader-friendly team featuring teen versions
(presumed to be clones) of the now-adult Legion
spun off into their own title in Legionnaires #1
(1993). This younger, hipper group kept some clas-
sic character names (Cosmic Boy and Saturn Girl)
as a historical nod, updated others (Lightning Lad
became Live Wire and Triplicate Girl, Triad), and
introduced a new wave of members. Yet Legion-
naires and its companion title Legion of Super-
Heroes continued to build upon decades of already
cluttered continuity, and readers — as well as editors
and writers — were hopelessly confused. House-
cleaning was in order.
Zero Hour: A Crisis in Time (1994) was DCs
answer. This crossover, appearing throughout many
of the publisher's superhero titles, readjusted DCs
timeline, allowing for revisions including a restarted
Legion. As of 2004, the LSH's comic is titled simply
The Legion, and borrows the best rudiments of the
Legionnaires redux in a science-heavy tapestry con-
siderably darker in tone than the original concept.
Beyond its sales peak in the early 1980s, the
Legion of Super-Heroes has never risen to A-team
status, probably due to its cumbersome cast and
rich history. But the concept has commanded per-
haps the most dedicated fan base of any DC series.
Legion fans, over the decades, have grown up with
the characters, and, like the Legionnaires, in some
cases have married.
On two occasions, Legion characters have
appeared on television: Villainous Mordru was
played for laughs in a pair of Legends of the Super-
Heroes live-action specials (1979), and the Legion
itself guest-starred on the animated series Super-
man (1996). A smattering of Legion merchandise
has appeared over the years, including a line of
action figures and a PVC figurine set sold in a box
resembling the classic Legion clubhouse. — ME
lobo
The "gratification" of the comic-book superhero —
which began with Marvel Comics' Punisher in the
1970s and continued building toward an artistic
peak in 1986 with DC Comics' Batman: The Dark
Knight Returns — went deliberately over the top in
1983 with the creation of Lobo. The misbegotten,
chalk-white, black-clad brainchild of writer Roger
Slifer and artist Keith Giffen, Lobo (who debuted in
$V°
TH£ SUPBBHeiZO BOOK
Lobo
DCs Omega Men #3) embodies all that is nasty,
raucous, and unsavory in the world of superpow-
ered beings. Lobo, an anti-hero whose speech is
peppered with ersatz expletives such as "frag,"
"fraggin'," "bastich," and "Feetal's Gizz!" (a refer-
ence to the gizzard of a particular individual),
despises every decent thing usually associated with
the typical comic-book hero, including (but not limit-
ed to) short hair, square jaws, democracy, equality
for women, equality for men, basic rights, flags, and
the notion that good always trumps evil. He is
extremely powerful, possessing enough raw
strength to go toe-to-toe with members of the Green
Lantern Corps (LEG. I.O.N. #4, 1989) and even
Superman himself, which he has done at various
points throughout the 1990s and early 2000s.
Lobo has the ability to survive the rigors of air-
less space, the capacity to track individuals across
thousands of light-years of empty space, and pos-
sesses his people's inborn power to clone himself
from small amounts of tissue; this last ability, cou-
pled with his rapid healing, renders him effectively
unkillable, short of complete vaporization. It has
been said that Lobo can never die permanently
because he is considered too nasty to be admitted
either to heaven or to hell (Lobo's Back #4, 1992).
His "turn-ons" include drunkenness and mindless
violence. Although he has demonstrated frightening
mastery of all manner of weapons, sometimes
going into combat with guns and grenades, Lobo is
a street-brawler at heart, preferring to use either his
fists or a large metal chain with a hook at one end.
His most serious weakness is his tendency to con-
tinue a fight long past the point at which any ratio-
nal person would retreat. But since most other
beings in the universe fear Lobo, this seldom pre-
sents a serious problem for him. Because of the
moral ambiguity that characterized many superhero
comics published on the cusp of the new millenni-
um, Lobo's status as a superhero (as opposed to a
supervillain) is highly debatable; but his reluctant
association with legitimate superhero teams — and
the fact that he often does battle against miscre-
ants who are even worse than he is — often places
him on the side of the good guys, however marginal-
ly or unintentionally.
Born in 1599 A.D. on the distant, idyllic planet
Czarnia, a world that had never known conflict or
strife of any kind, Lobo is pure, distilled evil; indeed,
his name is Khundish for "one who devours your
entrails and thoroughly enjoys it" (any resemblance
to a terrestrial word meaning "wolf" is completely
fortuitous, as it turns out). Moments after his birth,
Lobo makes his first attempt to live up to his name
by biting off four of his midwife's fingers, driving the
poor woman insane; Lobo then grabs a scalpel and
attacks several doctors. Although no one on his
homeworld knows for sure how or why such a
malevolent serpent could appear in the Garden of
Eden that is Czarnia, some theorize that Lobo's evil
is a perhaps statistically inevitable counterbalance
to an otherwise perfect, "evil-free" environment.
As Lobo matures, his evil steadily grows in
intensity and sophistication. Consequently, the
Czarnian body count rises in a steady tide. All
attempts to appeal to Lobo's better nature fail sim-
ply because he lacks one (a claim Lobo himself
often makes); all efforts to threaten Lobo fail
because no one on Czarnia possesses any profi-
ciency whatsoever in arms, violence, or even intimi-
dation. As a toddler, Lobo forces Wolfman Wilf, the
DJ of Cosmic Rock Zombie Radio, to play one song
continuously: "I Killed My Folks (No Accident)" by
Oedipus Wrecks. Lobo then commandeers a med-
ical facility and forces its staff to implant a radio
receiver into his brain, giving him unlimited expo-
sure to the Wrecks' not-so-dulcet tones; he murders
the doctors afterward and burns their clinic to the
ground. At the tender age of five, Lobo rips out the
throat of Egon N'g, his elementary school principal,
during a fit of pique. "My faith in the natural good-
ness of the scheme of things has been severely
shaken, if not totally destroyed," the dying principal
writes to his countrymen, in his own blood (Lobo
vol. 1 #1, 1990). "I rejoin the Universal One.
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Lobo
Farewell, paradise! PS. — For your own sake, create
the concepts of police, punishment, and prison."
As a teenager, Lobo forms his own heavy metal
band (The Main Man and the Several Scum-Buck-
ets), which competes at the All-Czarnia 9-0ctave
Chime-Haiku Festival; the band's deadly decibels
end up killing all of Lobo's musical sidemen, elec-
trocuting the contest's judges, and wreaking fiery
mayhem on the audience — leaving Lobo peeved at
his failure to take first prize. When Lobo reaches
the age of eighteen, his evil finally engulfs all of
Czarnia when his desire to be unique in all the uni-
verse leads him to genetically engineer an insidious
flesh-burrowing flying insect that (very painfully)
wipes out his entire species — except, of course, for
Lobo himself, who merely laughs at the horrific car-
nage he has wrought (Lobo vol. 1 #1 and #4,
1990-1991; Lobo vol. 2 #0, 1994; DC Universe
Heroes Secret Files #1, 1999).
Hopping onto his spacegoing motorcycle (actu-
ally a customized SpazFrag 666 single-seater super-
luminal spacecraft with a miniaturized turbocharged
seventeen-liter power plant and a large-fanged skull
mounted on the front), Lobo abandons his mur-
dered homeworld to become the galaxy's most
feared bounty hunter and assassin, a calling he pur-
sues with great relish. At first, he specializes in
"Dead or Alive" warrants, far preferring the former
to the latter. He also sells his services to private
clients, but can be relied upon to murder double-
crossers and prospective clients who make insult-
ing offers, or those who set him to tasks he finds
boring; in Lobo's "plus" column, he tends to "stay
bought" once hired, and the more violence a job
entails, the likelier he is to work cheaply or even for
free (he likes to chase people).
During his many unsavory manhunting mis-
sions, Lobo's few arguably redeeming characteris-
tics become evident: his strict adherence to whatev-
er promises he makes (he would prefer to kill the
promisee than to renege on the promise itself), and
his undying affection for his "fishies" (Lobo's term
of endearment for the space-dwelling dolphins that
accompany him in his interstellar travels), whose
safety he protects using all the considerable vio-
lence at his disposal; Lobo calls the creatures his
"cutesy-wutesy flying cosmic-type dolphin buddies."
After Garryn Bek of L.E.G.I.O.N. (Licensed Extra-Gov-
ernmental Interstellar Operatives Network) acciden-
tally kills one of Lobo's dolphins, the assassin
comes after Bek, intent on slowly torturing him to
death (L.E.G.I.O.N. #3, 1989).
Lobo eventually catches up to Bek and breaks
his legs (L.E.G.I.O.N. #6, 1989), but along the way,
he encounters L.E.G.I.O.N. member Vril Dox II, the
adopted son of Superman's android nemesis Braini-
ac. Although Lobo and Dox, being of similar tem-
perament, get along at first, they inevitably come to
superhuman blows. Distracted by the sudden disap-
pearance of Cosmic Rock Zombie Radio from the
radio built into his brain, Lobo loses the fight and is
forced to accept the consequences of a wager he'd
made with Dox: L.E.G.I.O.N. membership
(L.E.G.I.O.N. #4, 1989). After exploiting Lobo's self-
cloning powers by using several duplicate Lobos to
defeat a galactic drug kingpin named Kanis-Biz, Dox
poisons Lobo and his clones, de-powering them and
removing their duplicative abilities. Lobo and one of
his clones escape destruction by Dox's missiles,
however (L.E.G.I.O.N. #7, 1989), and Lobo faces
his last remaining clone in single combat on the
planet Kannit; the original Lobo is presumably the
winner, though the matter of the victor's identity
isn't settled definitively (Lobo vol. 2 #9, 1994).
Lobo (or his clone) later joins R.E.B.E.L.S. (the Rev-
olutionary Elite Brigade to Eradicate L.E.G.I.O.N.
Supremacy), a group formed by Dox after his rene-
gade son Lyrl takes over L.E.G.I.O.N. (R.E.B.E.L.S.
#1, 1994).
After Lyrl Dox's defeat, Vril Dox II releases Lobo
from R.E.B.E.L.S. (R.E.B.E.L.S. #6, 1995), where-
upon the assassin resumes concentrating on free-
lance bounty hunting and personal business. When
the radio station to which his brain-mounted receiver
is tuned changes to an all soul-music format (deep-
sixing Lobo's omnipresent favorite song), Lobo sells
tf*
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Love Interests
his soul (as sullied as it is) to a villain named Neron
in exchange for having the radio receiver removed
from his cranium; Lobo then shoots the disk jockey
responsible for this crisis and immolates the radio
station (Lobo vol. 2 #22, 1995).
Throughout the 1990s, Lobo's image was
everywhere, appearing on countless trading cards,
T-shirts (images of Lobo saying "Bite Me, Fanboy"
were quite popular), figurines (including a beautiful
sculpture based upon art by fan-favorite British
Lobo artist Simon Bisley), buttons, and posters. He
found his way into numerous best-selling comics
miniseries and one-shot comics, including pairings
with such DC mainstays as Superman, Batman,
Deadman, and other companies' characters (such
as Dark Horse's the Mask, Fleetway-Quality's Judge
Dredd, and even an unholy one-issue merger with
Marvel's Howard the Duck). Perhaps a victim of his
own overexposure, Lobo's own ongoing series finally
ended with issue #64 in 1999 (though a miniseries
written by Giffen, Lobo Unbound, appeared in 2003
and 2004).
During Lobo's subsequent years on the guest-
star circuit, variant replicas of the character have
appeared, such as L'il Lobo, a "cute kid" version of
the assassin (Young Justice #20, 2000), and Slo-
Bo, a slower, weaker, genetically defective "wimpy"
redaction of the much-feared assassin (Young Jus-
tice #38, 2001); these "tweaked" takes on Lobo
were conceived by veteran comics writer and novel-
ist Peter David and artist Todd Nauck as a way of
fixing what David has characterized as one of the
"worst characters of all time." But these recent rad-
ical changes weren't the first ones Lobo has under-
gone; in 1992, he had been briefly reincarnated as
a woman, and was even transformed into a squirrel
for a short time (Lobo's Back #3). But whatever
alterations Lobo's many creative handlers may have
in store for him in the future, one core principle
remains as dependable as the assassin's penchant
for bad behavior: his dogged persistence. When
Lobo is on the job, he allows absolutely nothing and
no one to stand in his way. — MAM
love interests
"Comic books are for boys," chimed the traditional
mindset during the infancy of the comics medium,
its illustrious Golden Age (1938-1954), hence the
overwhelming number of male superheroes. Out-
side of the occasional superheroine gender-bending
the locked doors of this muscular boys club, in the
earliest superhero adventures women were depict-
ed as damsels in distress orfemme fatales. Mat-
ters romantic were of no interest to the lads looking
for escapism amid the turmoil of the Great Depres-
sion and World War II.
Yet romance remains an integral component of
heroic fiction — what is Tarzan without Jane? — and
the purveyors of this nascent entertainment form
realized that love makes the world go 'round, even for
those who occupy their spare time swooping from
rooftops in capes and cowls. The majority of Golden
Age superheroes in both comics and pulps were
assigned significant others by their writers — the
Shadow's Margo Lane, the original (not the Marvel
Comics character) Daredevil's Tonia, and the Flash's
Joan Williams (whom he later married ) — but these
characters were largely confined to the background.
SUPZZMAN'S GJZLFZIZNPS
Not so with Lois Lane, however. When Jerry
Siegel and Joe Shuster introduced Superman — the
character that defined the superhero in popular cul-
ture — in Action Comics #1 (1938), Lane was along
for the ride. She was conceived as the Man of
Steel's romantic interest, but not portrayed as
such, the creators steering clear of such "sissy
stuff." But the subtext was there: Each time the
brash young Superman rescued the gallant "girl
reporter" from peril, he outwardly admonished her
recklessness, but inwardly admired her spunk and
courage. Theirs was a taboo love, and a flirtatious
one, for many decades. Everyone thought of Lois
Lane as "Superman's girlfriend," but during the
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Love Interests
1950s and 1960s she showed her affection by
either trying to expose the hero's Clark Kent identity
or by publicly pining for him.
During the 1970s and 1980s, women's lib and
the sexual revolution may have loosened the shack-
les on ladies in the real world, but Superman still
kept Lane at arm's length, married instead to his
duty. When the two consummated their relationship
in the live-action film Superman II (1981), their pas-
sion came with a price: Superman (temporarily) for-
feited his powers, and superpowered villains from
his homeworld nearly decimated planet Earth while
the former Man of Steel redecorated his Fortress of
Solitude into a lover's pad.
By the time DC Comics rebooted Superman in
The Man of Steel (1986), readers were mature
enough to accept a full-blown relationship between
the hero and the reporter — although it was Kent
with whom Lane fell in love, having dismissed him
as a nebbish in the previous continuity. Kent finally
revealed his Superman identity to Lane in 1991 and
married her in 1996. (The Superman of "Earth-Two,"
an alternate reality once housing DCs Golden Age
heroes, married his world's Lois Lane in Action
Comics #484 [1978], and the couple starred in the
backup feature "Mr. and Mrs. Superman.")
This is not to say that Superman has only had
(X-ray) eyes for Lane. Lana Lang was introduced as
part of the hero's Superboy mythos as teenage Clark
Kent's girlfriend, although no romantic relationship
was ever explored: Lang was merely a girl who was a
friend. In the Silver Age (1956-1969) and Bronze
Age (1970-1979), the adult Lang periodically
appeared in the Superman comics, and a Lois vs.
Lana rivalry for Superman's (non-) affections ensued,
a theme crucial to the plot of the movie Superman III
(1983). Lang was redefined as Kent's high-school
sweetheart in The Man of Steel (1986), and has
received an increased profile in TV's Superboy
(1988-1992) and Smallville (2001-present). Super-
man has had other passing relationships over the
years, including a mermaid named Lori Lemaris,
whom he dated in college. And in Action #600
(1988), the Man of Steel locked lips with Wonder
Woman! (This idea was picked up on — and then
some — in the popular alternate-universe series King-
dom Come [1996] and The Dark Knight Strikes Again
[2001-2002], in which the pair conceive children.)
WONPZZ WOMAN'S
20MANTIC WOES
Her smooching with Superman aside, Wonder
Woman's life has been relatively loveless. Colonel
Steve Trevor, the "Lois Lane" to Wonder Woman's
"Superman," was absolutely smitten over the star-
spangled Amazon, overlooking the obvious: that she
worked with him, each and every day, hiding her
looks and statuesque form behind the cat-eyed
glasses and military uniform of yeoman Diana
Prince. But ever the good soldier, for years Trevor
stormed the frontlines of love, hinting, suggesting,
and falling short of begging for intimacy from the
Amazon Princess. Wonder Woman was interested in
Trevor, but reminded him that an Amazonian creed
called "Aphrodite's law" forbade her to marry, else
she would lose her powers and status among her
exclusively female community.
In Wonder Woman comics from the 1940s and
1950s, the Amazon Princess was obviously
stronger than Trevor (stronger than twenty Trevors,
actually), but social mores often backed her into a
corner of domesticity. She deflected bullets with her
bracelets and heaved tanks with a mere shrug, then
found time to pen personal advice to her readers in
her letters column. Wonder Woman became even
"softer" during the post-World War II romance
comics boom, when publisher DC Comics attempt-
ed to attract girls to the character's comics. In his
book Wonder Woman: The Complete History
(2000), historian Les Daniels remarked of the cover
to DCs Sensation Comics #94 (1949): "Wonder
Woman was suddenly surrounded by mush, and she
was in danger of sinking herself: the cover showed
Steve Trevor carrying a simpering and seemingly
helpless Princess Diana across a narrow stream."
sv«*
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In the 1960s, a succession of unorthodox suit-
ors — amoeba-men, bird-men, mer-men, and space-
men — traipsed through the Wonder Woman series.
She stayed single, and Trevor stayed interested. Won-
der Woman and Trevor actually married in 1986, as
the heroine's title was canceled as part of DCs com-
panywide "housecleaning" project, Crisis on Infinite
Earths. The Amazon Princess was erased from exis-
tence in Crisis #12 (1986), and when she was intro-
duced anew in 1987, Trevor had also been altered:
He was now older and no longer a love interest, their
previous marriage wiped away from continuity. In the
years that have followed, other potential para-
mours — including fellow Justice Leaguers Aquaman
and Batman — have waltzed through her life, but Won-
der Woman remains the iconic single superheroine.
Among the superheroines who have fallen in love
with normal men are two DC characters. The Silver
Age Supergirl dated fellow student Dick Malverne
while in her assumed identity of Linda Danvers, but
Malverne went ga-ga over the Girl of Steel. And the
Golden Age Black Canary, secretly flower-shop propri-
etor Dinah Drake, was sweet on hard-boiled private
eye Larry Lance. Lance's sleuthing often dropped him
into trouble, and Black Canary rushed to his rescue. It
was later established that Drake and Lance had mar-
ried, and that Lance had died. Shortly after Black
Canary hopped from Earth-Two to the parallel reality of
Earth-One, she encountered her new world's counter-
part of her ex in her team-up with Batman in The
Brave and the Bold (B&B) #91 (1970). But this Lance
was not to be trusted, although lovesick Black Canary
was oblivious to his shadiness. Batman warned her of
his suspicions, but she scoffed, "I'm a woman first —
and a super-heroine second! Don't try to ruin my new
life!" Batman was right — Lance was no good — but
soon the Canary was singing a new tune, in the arms
of fellow Justice Leaguer Green Arrow.
ZOMANTTC SIPZKICKS
The introduction of Batman's partner Robin the
Boy Wonder in Detective Comics #38 (1940)
inspired a host of superhero sidekicks, and some of
them were actually the girlfriends of their male
counterparts. Cat-Man, an adult male superhero,
enlisted a prepubescent girl he called Kitten as his
sidekick. Over the years, Kitten matured into quite
the cutie, sparking catty commentary from more
astute readers. The tiny hero Doll Man spent much
of his time rescuing his partner Doll Girl from spider
webs, but on the few occasions Doll Man has been
seen since the Golden Age, Doll Girl has been most-
ly ignored. A more famous diminutive duo is Ant-
Man and the Wasp, who buzzed through Marvel's
Tales to Astonish in the early 1960s before becom-
ing charter members of "Earth's Mightiest Heroes,"
the Avengers. Their relationship has not been
easy — Henry Pym, the man behind the antennaed
ant-helmet, has lived a life fraught with costume
changes (he has also been known as Giant-Man,
Goliath, and Yellowjacket) and mental illness.
Hawkgirl, Hawkman's companion, has earned
her wings and remained alongside her feathered
partner throughout numerous reinventions over the
decades. During the Golden Age, she was mostly
window dressing, sometimes flying alongside Hawk-
man on his escapades. But during Hawkman's Sil-
ver Age revival in B&B #34 (1961), Hawkgirl was
reintroduced as more than a hanger-on — she was
now Hawkman's wife and equal partner. While
Hawkgirl presented an empowering female figure for
the times, she did not restrain her jealousy in their
origin story when an attractive lady naturalist set
her claws into her hubby: "Could I see you for a
moment, please?" her icy word balloon dripped
when this intrusive vixen made her move.
Bulletgirl, partner to the Golden Age hero Bul-
letman, was no dud: When she discovered that her
boyfriend was actually a superhero, she demanded
to be let in on the fun. The Owl and Owl Girl? Con-
temporary readers would coo, "Who?" as that pair
of heroic lovebirds has fluttered into oblivion. The
Flame and Flame Girl have similarly flickered out,
as have most of the similar male/female teams of
the 1940s.
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Love Interests
In 1956, Batman was assigned a superheroine
love interest — heiress Kathy Kane, who adopted the
masked guise of Batwoman — to allay charges of a
homosexual relationship between the Caped Crusad-
er and his young ally Robin. Before long, the teenage
Bat-Girl appeared as a date for the Boy Wonder. But
no romance ever blossomed between these heroes
and heroines, and the ladies retired from crime fight-
ing after only a few years in costume.
MIUIONATRB PLAYBOYS
Batman and his alter ego, millionaire Bruce
Wayne, have enjoyed a bevy of beauties as compan-
ions over the decades, but, like Wonder Woman,
Batman remains a loner. As Wayne, the hero pre-
tends to be a playboy, navigating the social circles
of Gotham City as a ruse to create a persona in
stark contrast to his grim cowled guise. Wayne's
first girlfriend in the comics of the Golden Age was
socialite Julie Madison, who disappeared before
long — but made an appearance in the flesh, in the
live-action movie Batman & Robin (1997). Vicki Vale
had more staying power in the Batman mythos. She
first made her presence known in Gotham in 1950,
snapping news photos and interacting with both
Wayne and Batman. Her persona was similar to
Lois Lane's: a savvy, headstrong newshound with
suspicions of Batman's secret identity. She reap-
peared sporadically in later decades, and was the
love interest in the blockbuster film Batman (1989).
On Bruce Wayne's yacht in Detective Comics
#469 (1977), the dapper playboy, wearing an ascot,
makes his way through the crowd, encountering a
glamazon with stark white hair. "Ah! The mysterious
Mr. Wayne!" she calls, continuing, "I don't believe
we've met! I'm Silver St. Cloud!" "I'll bet you are!"
responds the playboy, not his snappiest come-on
line, but it works — they're soon an item. When St.
Cloud happens across a battle between Batman
and the assassin Deadshot in issue #474 (1977),
she gets a good look at the masked Dark Knight,
and thinks, "It was Bruce!" The following issue, she
*fo
ponders whether or not to tell him she knows his
secret, musing, "You're really my boyfriend, Batman!
I can see what others would never notice — because
I've spent so many evenings studying your jaw!" By
Detective #476, after watching Batman nearly lose
his life combating the Joker, St. Cloud confronts him
with her knowledge of his dual identity, confesses
her love, then leaves him, admitting she couldn't
live with "never knowing what each night would
bring." Silver St. Cloud was embraced by readers
during her short stint in the Batman legend, but left
the series with the departure of her creator, writer
Steve Englehart. In the DC Comics continuity of the
1990s and 2000s, women in Batman's life have
included Dr. Shondra Kinsolving and Vesper
Fairchild, the latter of whom was murdered, with
Wayne framed as the killer.
Bad girls have sometimes tempted Batman.
The playful pilferer Catwoman has strutted in and
out of the hero's life since her introduction in Bat-
man #1 (1940). Their attraction has transcended
comics, in the campy Batman TV series
(1966-1988)— where actors Adam West and Julie
Newmar relished their sexy on-screen romps in
tights (with rumored off-screen romps out of
tights) — and in the motion picture Batman Returns
(1992). Talia, the fetching daughter of the interna-
tional ecoterrorist Ra's al Ghul, has often invited Bat-
man to hang up his cowl and become her mate, but
other than occasional kisses, the hero's iron will has
kept him from a relationship. In the graphic novel
Batman: Son of the Demon (1987), Talia, in lingerie,
seduces Batman by urging him to "Forego your con-
trol, your discipline ...just once, let yourself go ...
and take me with you." He does, the end result
being their child, who is given up for adoption. DC
Comics courageously published this story, then later
stepped away from acknowledging or reprinting it
due to its controversial content. Other villainesses
that Batman has found attractive include Poison Ivy,
Nocturna, and the TV Bat-foe the Siren.
Marvel's Iron Man is actually industrialist Tony
Stark, and has worn on his arm more trophy dates
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than Bruce Wayne could ever imagine. Pepper Potts
was Stark's first girlfriend, and lasted longer in the
stories than others who followed. While no million-
aire, Wally West — who started his career as Kid
Flash, before growing into the role of the Flash — is
as fast with women as he is as a superhero: He
has had more girlfriends than space allows to list.
Another rich-man-by-day, masked-man-by-night is the
Green Hornet, abetted in his day job (as a newspa-
per publisher) and his nightlife by his secretary,
Lenore Case.
M2.ANPM2S. SUPBJZHBJ20
Superman and Lois Lane may be the most
famous husband-and-wife duo in the superhero
world, but they aren't alone, and certainly weren't
the first. DCs Aquaman married Mera, a crimson-
haired beauty from a watery dimension, and togeth-
er they ruled the undersea kingdom of Atlantis as
king and queen. Frequent misfortunes tore apart
their relationship, and at one time, in a deranged
state, she tried to kill him. Marvel's underwater anti-
hero, Prince Namor the Sub-Mariner, married his
water-breathing, blue-skinned love Lady Dorma after
a royal courtship, but her death left the avenging
son of Atlantis even more vengeful.
Before Lady Dorma, another beauty won
Namor's heart: Sue Storm, the Invisible Girl (later
Woman) of the Fantastic Four. Sue was the girlfriend
of "FF" team leader Reed Richards, a.k.a. Mr. Fan-
tastic, but each time she saw the near-naked, pow-
erful form of Namor, her heart pitter-pattered. In
Fantastic Four #6 (1961), she defends the subsea
man after another of his rampages: "Oh, he isn't
our enemy! I just know it! He's so full of pain and
bitterness that it blinds his better instincts." Sue's
wandering eye finally focused on Richards, and they
were wed in FF Annual #3 (1965), in which she
beams to her husband, "We're married, at last! And
nothing will ever part us, my beloved."
The Elongated Man, the ductile detective whose
expansive ego led him to publicly reveal his true
identity of Ralph Dibny, is joined on his adventures
by his jetsetting wife Sue. Sue has grown to enjoy
her stretching hubby's nose for mysteries, and helps
manage his superheroic affairs. Earthman Adam
Strange traveled light years through space to the
planet Rann to be with Alanna, the lovely daughter of
that world's chief scientist. Originally, his treks were
the result of the otherworldly "Zeta Beam" that tele-
ported him through the cosmos, but eventually he
spent more time on Rann with Alanna as his bride.
Kit Walker, the latest in the long ancestral chain of
jungle heroes known as the Phantom, married the
feisty Diana Palmer, with whom he has had two chil-
dren. Kit Jr., their son, is destined to replace his
father in the purple garb of the "Ghost Who Walks."
After a lengthy engagement, slowpoke Barry Allen —
better known as the Silver Age Flash — married Iris
West, but did not reveal his dual identity to her until
some time later. And Tempest, DCs hero once
known as Aqualad (sidekick to Aquaman), was in
love with Tula, a.k.a. Aquagirl, but after her unfortu-
nate death found himself walking down the aisle
with Dolphin, a former lover of Aquaman. Hawkeye,
the bowman of Marvel's Avengers, was led astray
into crime by the Russian spy Black Widow. Hawkeye
went straight, and after meeting the superheroine
(and also reformed outlaw) Mockingbird, cupid's
arrow struck and the two were married.
Another famous couple in the superhero com-
munity is Mr. and Mrs. Peter Parker, or Spider-Man
and Mary Jane Watson. As a teen, Parker was a
hopeless geek before a bite from an irradiated spi-
der made him one of the most famous superheroes
in the world. Through the soap opera injected into
his series, The Amazing Spider-Man vol. 1, by writer
Stan Lee and artist/co-plotter Steve Ditko, Parker
engaged in several romances before marrying Mary
Jane. His first love was Betty Brant, the secretary of
Parker's boss, Daily Bugle publisher J. Jonah Jame-
son. Though slightly older than Parker, Brant was
impressed with the youth's intellect and sensitivity,
but her own personal problems interfered with their
becoming a couple. Liz Allan was the girlfriend of
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Parker's high-school nemesis, the bully Flash
Thompson. Allan had a crush on Parker, recognizing
the same attributes that Brant did.
When Parker started college and met Gwen
Stacy, he could keep his mind on little else. His
Aunt May pressured him to meet her friend's niece,
Mary Jane, but Parker resisted, and a series of com-
ical near-misses ensued through numerous issues
of Amazing Spider-Man. When Parker could no
longer duck out on his aunt's machinations and
finally met Watson, he was floored to find a gor-
geous, lively redhead standing on his doorstep:
"Face it, tiger. You hit the jackpot," she audaciously
grinned. He was interested in Watson, but remained
in love with Stacy. In Amazing Spider-Man #100
(1971), Parker reflects, "Maybe I'm beginning to
realize there's more to life than being a corny cos-
tumed clown. So I might as well admit it! I know
what I want. And Gwen Stacy is it." He creates a
serum to eradicate his spiderpowers, in hopes of
living a normal life, but the untested potion causes
him to grow four extra arms, making him even more
a spider-man! That problem was soon rectified, but
he shortly lost his beloved Gwen at the hands of
the villainous Green Goblin. He later began dating,
then married, "MJ," although their relationship has
been nothing short of tumultuous.
WOZKPLACB ZOMANCZS
ANt? HZAZTACHBS
Team-ups have long been a staple of superhero
stories, and at times the connection between two
heroes has gone beyond a shared mission. The
aforementioned Ant-Man/Wasp and Green
Arrow/Black Canary liaisons were forged in cama-
raderie, as was the love between Scott Summers,
a.k.a. Cyclops, and Jean Grey, a.k.a. Marvel Girl
(and later Phoenix), of Marvel's X-Men. For years
they were inseparable, but after Grey had apparently
died, Summers married and became a father. Their
relationship was part of a romantic triangle in the
live-action movies X-Men (2000) and X2: X-Men
United (2003), including a strong, almost feral
attraction between Grey and the roguish Wolverine.
Doctor Strange, Marvel's "Master of the Mystic
Arts," became involved with the sorceress Clea. DCs
futuristic superteam the Legion of Super-Heroes, a
virtual army of powerful teens, has long bred
romance among members; A few examples include
Lightning Lad and Saturn Girl, Brainiac 5 and Super-
girl, Bouncing Boy and Duo Damsel, Star Boy and
Dream Girl, and Ultra Boy and Phantom Girl. When
Gotham City's Dick Grayson fought crime alongside
Batman as Robin the Boy Wonder, he met the second
Batgirl (Barbara Gordon), and overtime formed a
partnership with her out from under his mentor's
wing. Maturing into the solo hero Nightwing, Grayson
and Oracle — the information broker that Gordon has
become — have sometimes been an item.
Pity poor Norrin Radd — once Radd sacrificed his
humanity to spare his planet Zenn-La from the
hunger of Galactus by becoming his herald the Silver
Surfer, he bade a tearful farewell to his beloved Shal-
la Bal. She laments, "Never has there been ... never
will there be ... another ... such as you!" This scene,
playing out in Marvel's Silver Surfer vol. 1 #1 (1968),
did not end after the Surfer streaked into the depths
of outer space: He pined and whined for her through
numerous subsequent adventures. Hal Jordan, the
Silver Age Green Lantern, was similarly unlucky in
love. His girlfriend (and employer), Carol Ferris, was
corrupted into supervillainy as Star Sapphire.
For some superheroes, love is blind. Heiress
Sapphire Stagg seems unbothered by the fact that
her boyfriend, adventurer Rex Mason, has been
mutated into the freakish DC hero Metamorpho the
Element Man. Wyatt Wingfoot, a strapping, Native
American friend of the Fantastic Four, was not both-
ered by the fact that his girlfriend was a green giant-
ess: She-Hulk. And Marvel's mutant enchantress
called the Scarlet Witch married the synthetic
humanoid known as the Vision.
Perhaps no superhero has had a thornier love life
than Marvel's Man without Fear, Daredevil. When sec-
&
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Love Interests
retary Karen Page trips and falls into the arms of blind quished her villainous ways and they shared a rela-
lawyer Matt Murdock in Daredevil #7 (1965), Mur- tively normal rapport. When Elektra, Murdock's former
dock — secretly Daredevil — wishes, "If only — you could college lover, returned to his life, the results were dis-
stay this way — forever!" He changed his tune in the astrous — Elektra had become an assassin, on a colli-
1980s, when Page, then a strung-out junkie, sold the sion course with the law-abiding Daredevil. — ME
secret of his Daredevil identity for the price of a fix.
His next girlfriend, the Black Widow, had since relin- Luke Cage: See Power Man
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Sty
Aflac/ara
Madara is the title character of Spirit War Madara,
an action/adventure fantasy that first appeared in
Japan in 1987. First serialized in Famicon Journal,
the series later expanded to an OVA (Original Video
Animation) series and video game; together, all
three elements made up the multimedia franchise
called the "Madara Project." In the world of Madara,
magic and technology co-exist — characters sport
cybernetic enhancements but can also perform
spells of varying power. It is also a tale of a son's
revenge against his father.
Madara appears to be a normal, rambunc-
tious teenager, the son of Tatara, the Holy Elder of
a small village. Beneath the surface is a tragic
beginning: Madara is actually the son of Emperor
Miroku and Princess Sakuya, but he was sacrificed
by his father to Mazoku (a powerful demon on par
with the devil) to forestall a prophecy that foretold
Miroku's downfall. Miroku did not stop there — he
divided the infant Madara's chakkera (the points
of energy within the body) among his generals.
The ninth chakkera — Madara's spirit — was stolen
by the kind-hearted Hakutaku and, in a manner
similar to Moses, was placed in a basket on a
river, later to be found by village Elder Tatara.
Tatara fashioned a bionic "gimmick" body for
Madara and raised him.
Years later, now a teenager, Madara receives a
new gimmick body, but this is a "Battle" gimmick,
equipped with blades and electrified cables. When
Miroku's troops invade his village, Madara fights
them with the power of his gimmick body and the
magical sword Shinken Kusanagi. When Tatara is
mortally wounded, he tells Madara of his origins,
and that he can only regain his real body by killing
Miroku's generals who have his eight chakkera. As
each general is killed, Madara regains parts of his
real body, but he grows physically weaker. In terms
of experience and mental strength, he grows
stronger, for he will need these skills to confront
and defeat his father.
Madara is a cyborg, a hybrid of humanity and
technology. The use of cyborgs as superheroes first
appeared in Japan in the 1960s in works created by
Shotaro Ishinomori. His works — primarily Cyborg
009, Kamen Rider (Masked Rider), and Jinzo Ningen
Kikaider (Artificial Human Kikaider) — have cyborgs
as the main characters. Like the heroes of Ishi-
nomori's works, Madara wants to regain his humani-
ty. While his cyborg abilities make him stronger than
the average human, they also make him different, an
outcast, and he longs to be a "normal" human
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Madman
being. One could take this as a commentary on
Japanese culture, with its emphasis on being a part
of the whole, or working for the good of all. Rene-
gades or those who stand out have a very difficult
time in what is largely a homogeneous society.
During his quest, Madara gains several important
allies, including Kaze Hime ("Wind Princess") and the
powerful warriors Majin Souen and Gufu. Miroku's gen-
erals include the giant batlike creature Kajula, On Kai
Yoma (who resembles a gigantic eyeball with tenta-
cles), and Jyato. Despite his appearance — he looks
like a walking, talking rabbit — Jyato is evil to the core,
and was Tatara's killer. Due to his bloodline, Madara
can utilize the spiritual energy within himself, and
using the power of the Shinken Kusanagi causes the
image of a dragon to appear on his forehead. The
image also marks him as the legitimate heir to Miroku.
The original concept for Madara was credited to
Eiji Otsuka, but the art and story for the manga was
done by Sho-u Tajima (who would later create the
more contemporary manga Brothers). At times,
Hidetomo Aga assisted with monster designs. The
concept of Madara was similar, however, to Osamu
Tezuka's 1967-1968 manga Dororo, except that the
latter was set in feudal Japan, with the hero Hyaki-
maru fighting monsters based on Japanese mytholo-
gy. Dororo was made into an animated series in
1969. Madara itself was a success; in the 1990s
an OVA series based on the manga was made, as
well as a video game for the Super Famicon (the
original Japanese name for the Super Nintendo)
video game system. Bandai Entertainment and
MOVIC Studio were responsible for the animation. In
May 2003, the anime distributor Media Blasters
released the OVA series in the United States. — MM
Madman
Of the scores of new superheroes introduced during
the 1990s, Michael Dalton Allred's Madman is one
of the hippest and most stylish. Rendered in a sim-
ple yet expressive manner — running decidedly
counter to the stoic, overembelished, and exagger-
atedly muscular style that became endemic to
mainstream fin de siecle superhero comics — Mad-
man's premiere issue (Madman #1, Tundra, 1992)
gave the world its first glimpse of Frank Einstein,
the man behind the mask of Madman. Allred's cre-
ation, beautifully colored by his wife Laura, was one
of the first superheroes designed for the ironic sen-
sibilities of twentysomething postmodern comics
readers — an audience that would undoubtedly show
little interest in standard superhero fare.
Reanimated after death by Dr. Egon Boiffard
and Dr. Gillespie Flem, a pair of mad scientists wor-
thy of inclusion in the cast of Buckaroo Banzai, the
man destined to become Madman awakens with
almost no memories. Unable to recall his real iden-
tity, he adopts the name Frank Einstein (which
sounds a little like "Frankenstein" if spoken too
quickly); he also finds himself gifted with unpre-
dictable psychic powers (including prophetic
dreams and an intermittent sense of danger or
security that Einstein describes as "spiritual inner
eye awareness"), heightened agility, an apparently
instinctual ability to survive being attacked, and an
irrational hatred for beatniks. Clearly, Einstein's life
isn't as simple as that of most mainstream super-
heroes. For starters, he is full of unanswered (and
perhaps unanswerable) questions about his identity
prior to his death. And being a reanimated corpse,
he is rather unattractive. Einstein's personal insecu-
rities and neuroses drive him to garb himself in a
pajama-like white costume with a red lighting
bolt/exclamation point motif; the outfit includes a
white mask, intended for vanity's sake rather than
for the protection of a secret identity. Despite his
extraordinary abilities and his mask — worn only to
bolster Madman's poor self-esteem — Einstein does
not think of himself as a superhero.
After Dr. Boiffard dies at the hands of Mon-
stadt, a lunatic seeking immortality, Einstein
embarks on a desperate quest to restore life to his
friend and benefactor, while also fighting to rescue
*fi
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Madman
his girlfriend Joe (Josephine Lombard) and Dr. Flem
from some menacing monsters. Succeeding in his
mission, Einstein discovers his innate propensity for
heroism, and begins routinely defending Snap City —
an ultrahip urbis that lies somewhere between the
1939 World's Fair retrofuturity of Scott McCloud's
lot! and the quotidian skyline of the Mort Weisen-
ger-era Superman (not to mention Allred's own
post-Grunge Pacific Northwest milieu) — from every
imaginable super-menace. Because of his death-
addled memory, Snap City is the only place Einstein
can even vaguely remember having called home; he
loves the town, describing it as "a groovy place
where just about anything can happen."
Immediately dubbed "the Madman of Snap
City" because of his weird, corpselike appearance
and his strange turns of phrase (fairly typical of Ein-
stein are such utterances as "Meanies never win.
And you can quote me on that."), Einstein finds him-
self regularly squaring off against rogue robots, late-
show monsters (including a vomit-beast known as
the Puke), and crazed beatniks, with a little help
from gal-pal Joe and an alien called Mott (a native
of the planet Hoople, a reference to one of Allred's
favorite 1970s bands). Unlike virtually anyone else
in the superhero trade, his signature weapons
include a hollowed-out, lead-filled Duncan yo-yo and
a slingshot, lending a fair amount of credence to
the "Madman" moniker.
After producing six issues of Madman in 1992
series for small-press publishers Tundra and
Kitchen Sink (winning the 1993 Harvey Award for
Best New Series), and three issues of Madman
Adventures for Tundra in 1993, Allred took his con-
cept to Dark Horse Comics, a haven for creator-
owned properties since its founding in 1985. Dark
Horse furnished Allred's stylishly bizarre hero with a
much larger audience than ever before with a new
series, Madman Comics, which debuted in 1994.
Madman's new outing was well received despite fre-
quent and lengthy lapses between issues, especial-
ly toward the end of its twenty-issue run (December
2000). Madman teamed up — and briefly switched
-l-k-ffl |4
v^J^?
Madman #1 © & ™ 1992 Michael Allred.
COVER ART BY MICHAEL ALLRED.
bodies — with DC Comics' Superman in Super-
man/Madman Hullabaloo!, a three-issue miniseries
released in 1997. Two years later, Dark Horse
released Madman/The Jam, a two-issue miniseries
that paired Allred and his character with another
postmodern hero (with the participation of Bernie
Mireault, the Jam's creator).
After nearly dying at Monstadt's hands in the
horror-detective yam presented in Madman Comics:
The G-Men from Hell (four issues, 2000), Madman
became part of Snap City's first superhero group in
The Atomics (AAA Pop Comics, 2000). Allred wrote
and drew this title with obvious affection for the Sil-
ver Age (1956-1969) artistic powerhouse Jack
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Mai, the Psychic Girl
Kirby, though filtered through a postmodern, some-
what tongue-in-cheek lens. In The Atomics, Madman
finally makes peace with the beatniks he has fought
over the years, and helps change several of them
from alien spore-infected mutants into a fledgling
team of mismatched heroes nostalgically reminis-
cent of early issues of Marvel Comics' Fantastic
Four or Avengers. Among Madman's new super-com-
panions are the stretchable Mister Gum (better
known by Snap City's populace, unfortunately, as
the Booger), the Slug (a purple mutant with protu-
berant eyestalks), the Iron Man-like Metalman, and
the enigmatic and acne-afflicted teenage time-trav-
eler known as Zap-Man. The Atomics concluded its
run in 2001 after fifteen issues.
Unable to remain within the confines of comics
and trade paperback reprints, Madman's likeness
has found its way onto T-shirts, candy bars, lunch
boxes, action figures, and even Zippo lighters. Holly-
wood has also taken notice of the character, with
the release of G-Men from Hell (2000), a Madman-
based film directed by Christopher Coppola (brother
of actor Nicolas Cage and nephew of director Fran-
cis Ford Coppola), from a screenplay written by
Richard L. Albert and Michael Allred himself. Vari-
ous Atomics characters and Madman himself have
returned for one-shots from 2002 to the present,
and another, big-budget Madman film from director
Robert Rodriguez has been in development since
the early 2000s. —MAM
Mai,
the Psychic Girl
During the 1980s, the comic-book industry in Ameri-
ca experienced what could only be called a creative
renaissance. New companies — the independents —
arose and offered titles, such as Mage and Ameri-
can Flagg! that went far beyond the typical super-
hero fare. Even the venerable DC universe under-
went a major revision with the Crisis on Infinite
Earths miniseries that led to revamped versions of
major heroes including Superman, Batman, and
Wonder Woman. Writer/artist Frank Miller brought a
gritty, hard-edged tone to Marvel's Daredevil and
went on to create the dark, futuristic Batman tale
The Dark Knight Returns. From England, writer Alan
Moore delivered two groundbreaking titles, Miracle-
man and Watchmen.
Another revolution was slowly beginning during
that time: the influx of Japanese manga into Ameri-
ca, adapted into English. First Publications began
publishing a translated version of the classic Lone
Wolf and Cub by Kazuo Koike and the late Goseki
Kojima. In 1987, Eclipse Comics joined with Viz
Communications to publish three manga titles (later
expanded to four) that introduced many readers into
the diverse world of Japanese comics. The titles
were The Legend of Kamui; Area 88; Mai, the Psy-
chic Girl; and Heavy Metal Warrior Xenon. Viz had
been founded as an American subsidiary of
Shogakukan, one of the largest publishers of
manga. The titles released by Eclipse and Viz had
originally been published in Japanese by
Shogakukan in either the bi-weekly comics maga-
zines Big Comics or Shonen (Boys) Sunday Comics.
Big Comics' target audience was adult males, with
teenage boys being the primary audience for Shon-
en Sunday.
Of the four titles, Mai, the Psychic Girl by
Kazuya Kudo (story) and Ryoichi Ikegami (art) is the
closest to a "superhero" tale, but the title goes
beyond the standard superhero story. Mai at its
core is a coming-of-age story, with a young school-
girl dealing with a tremendous power, and facing an
organization that believes in nothing less than the
destruction of the world to suit a nefarious pur-
pose. The title has its origins in Shogakukan's
Shonen Sunday comic magazine. This in itself is
unusual, because the primary character is a girl.
Another unusual element is the presence of both a
writer and artist; normally, it is the artist who both
draws and writes in manga. Kazuya Kudo himself is
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Mai, the Psychic Girl
a popular writer (another title written by him,
Pineapple Army, was later translated into English
and released in America by Viz). Ryoichi Ikegami is
well known in Japan for his realistic art style, and
counts American comic artist Neal Adams as an
important influence. Beginning with AIUEO Boy and
Otoko Gumi (Male Gang) in 1973 and 1974, respec-
tively, Ikegami would collaborate with many of the
top manga writers. Strangely enough, in the 1970s,
Ikegami created the art for a Spider-Man manga,
which was released in America in the 1990s by
Marvel Comics.
Mai ran for fifty-three chapters in Shonen Sun-
day. Mai Kuju, on the surface, is a typical fourteen-
year old Japanese schoolgirl who hangs out with
her friends, is slightly boy-crazy and is facing the tri-
als of puberty. She lives with her father, Shuichi, an
executive of the Marubishi Trading Company. Mai's
mother Maki had passed away some years earlier.
Below the surface, however, lies a secret: Mai pos-
sesses great psychic powers, the strongest being
psychokinesis. The powers were passed on to her
by her mother, and while at the start of the story
Mai uses them in a playful manner — such as drop-
ping pinecones or stopping a baseball thrown by a
pitcher — the story soon takes a serious turn. The
Wisdom Alliance, a secret international organization
headed by Shogen Ryu, has targeted Mai and four
other teenagers with psychic powers — Baion
Yuwon, David Perry, Turm Garten, and Grail Hong —
and has placed them under surveillance. Shuichi
Kuju, returning from a trip to America, has uncov-
ered this, as well as the Wisdom Alliance's ultimate
goal. He flees with Mai, pursued by the agents of
the Wisdom Alliance, but he and Mai are separated,
and Mai believes that her father is dead. She is
helped by a college student named Intetsu, and by
Senzo Kaieda — a former ally of the Wisdom Alliance
who turns against them to protect Mai — and Kaie-
da's monstrous bodyguard Tsukiro.
The Wisdom Alliance sends the other four psy-
chic children to find Mai and capture her by any
means possible. Eventually, Mai does find her
father, who reveals the Wisdom Alliance's ultimate
goal: to start a worldwide nuclear war at 9:09 A.M.
on September 9, 1999, and use the psychic chil-
dren to start a new race of humans. In a final battle
over the city of Tokyo, Mai must confront David Perry
and Baion Yuwon in a fight to the death; she alone
will decide Earth's destiny by promising Shogen Ryu
that she will do everything in her power to prevent
the Wisdom Alliance's goal of nuclear war.
For American readers, Kudo and Ikegami's
story certainly was not the typical superhero fare;
Mai does not wear a costume, and is, at times,
made brutally aware that using her powers has con-
sequences. One sequence in particular shows Mai
saving a young puppy, Ron, with her power, but at
the same time causing a major traffic accident.
Along with telekinesis and telepathy, Mai's powers
also include psychic blasts of immense power, and
she is capable of flight. Mai also matures as a char-
acter, despite her young age. Ikegami's art was a
major draw for the series, with a more realistic look
than most manga. Many of the characters have a
tragic secret in their past, such as Kaieda, who
reveals late in the series that Tsukiro is his own
son, turned into a beast-man due to an experiment
that he himself approved.
Eclipse and Viz began publishing Mai as a
fifty-three-issue bi-weekly series in 1987. James D.
Hudnall (Strikeforce: Moritori) and Satoru Fuji
translated and adapted the series into English, and
Wayne Truman performed the art touch-up and let-
tering. Some scenes featuring nudity were cut from
the earlier issues, but were restored when Viz
released a four-volume graphic novel collection of
the series from 1989 to 1990. A three-volume
"Perfect Collection" was released by Viz in 1996.
Mai was well received by critics and readers in
America — more so than in its native land; many
praised the series for avoiding typical superhero
cliches and for also introducing many readers to
the world of manga. The series was translated into
several other languages, including French and
Spanish. While there was never an animated adap-
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The Man from Atlantis
tation, there were plans for a live-action film, but
they never came to fruition.
Mai stood as an important first step in the
gradual popularity of manga in America. Today,
dozens of manga titles are available in bookstores
and comics shops around the United States, and Viz
has become one of the largest companies adapting
manga for American readers. Ryoichi Ikegami is one
of the most popular manga artists among American
readers, and translated versions of his later works,
such as Crying Freeman (with Kazuo Kioke), Samurai
Crusader, and the eerily accurate political thriller
Sanctuary (written by Sho Fumimura), have been
very successful. He was a featured guest at the
1995 San Diego Comic-Con, where he was awarded
the prestigious Ink Pot Award. It was also at that
year's Comic-Con that Ikegami participated in a
panel discussion with his idol, Neal Adams. — MM
The/Ulan
from /Iff atrtis
After a severe storm, the body of a man is found on
the beach. Dr. Elizabeth Merrill tries to help save
the man at the U.S. Navy hospital, only to find that
he has gills, and webbed hands and feet! The man
revives in water, and consents to weeks of tests at
the Naval Underwater Center; after all, he cannot
remember who he is or where he came from. Merrill
dubs him "Mark Harris," and learns that he has
extraordinary strength and speed in the water,
although he'll die if he stays out of the water for too
long. Soon, Harris is dragooned into aiding the navy
look for a missing submarine, in the process cross-
ing paths with the dangerous megalomaniacal sci-
entist Dr. Schubert. Eventually, Harris agrees to con-
tinue aiding Dr. Merrill and the scientists of the
Foundation for Oceanic Research. Traveling in the
specialized submersible dubbed "Cetacean," Merrill
and her crew help Mark fight danger and villains, as
well as look for clues to his origins ... which may
well be connected to the lost city of Atlantis!
The Man from Atlantis debuted on NBC as a
two-hour pilot film on March 4, 1977. Relative
unknown Patrick Duffy starred in the title role, often
wearing little but swim trunks marked with a
curlicue symbol. When underwater, he swam with an
undulating style that resembled the swimming of
dolphins, contributing to his otherworldliness. Belin-
da J. Montgomery played Merrill, who had a low-key
romantic interest in Harris, while Victor Buono
played recurring villain Schubert. The character of
Mark Harris was similar enough to that of Marvel
Comics' Sub-Mariner to negatively affect plans to
develop that property as a series; ironically, in
1978, Marvel published a licensed Man from
Atlantis comic book that ran for seven issues! Four
tie-in novels were also published.
Because ratings were strong for the pilot film,
NBC commissioned three further telefilms to air in
May and June 1977, all featuring the same cast. A
semi-regular Man from Atlantis series showed up in
the fall, but NBC scheduled it haphazardly, preempt-
ing it constantly and changing nights that it aired.
The Man from Atlantis stories ranged all over the
map, with aliens, mad scientists, natural disasters,
alternate dimensions, giants, doubles in a time-
shifted Wild West, and even Romeo and Juliet tak-
ing roles in the ongoing saga! Whether the victim of
bizarre stories or headache-inducing scheduling
from NBC, after four telefilms and thirteen hour-long
episodes, Man from Atlantis sank below the waves,
never to be heard from again. — AM
Manbtmter
In a career that has spanned some sixty years and
featured more changes than a chameleon, Man-
hunter's finest hour is still considered to be a
revered but brief seven-part revival in the mid-
1970s. Manhunter was launched in the already
#*>
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Manhunter
overcrowded pages of Adventure Comics #58 in
1941, as a sort of plain-clothes private eye who
specialized in tracing missing persons. Those sto-
ries about Paul Kirk (the Manhunter of the title)
were engaging enough, but the fans wanted super-
heroes, which is exactly what the incoming
writer/artist team of Joe Simon and Jack Kirby
delivered. Following the death of a policeman
friend, Kirk vows to avenge him and — between pan-
els — conjures up a red costume with a blue mask,
and sets about beating up all and sundry.
For the next eight issues, Simon and Kirby
served up page after page of nonstop action, with
the Manhunter taking on hoods, lowlifes, and the
occasional Nazi. There were rarely any attempts at
characterization or exposition; readers never
learned what Kirk does to earn a living beyond
being either a big-game hunter or young sportsman
and, as long as the stories were exciting, they didn't
care. However, when Simon and Kirby left the strip
to concentrate on the Boy Commandoes, the life
went out of the strip and it was soon canceled.
Thirty years later, in 1973, editor Archie Goodwin
and young artist Walt Simonson started work on a
series of short stories in the back of DCs Detective
Comics, once again starring Paul Kirk, Manhunter. This
revival recounted how Kirk had been injured in 1946
and kept in suspended animation by a secret cabal of
scientists, until he was revived twenty-five years later
as a sort of super-mercenary. Goodwin and Simonson
had become fascinated with Japanese culture, and the
strip is full of black-clad Ninjas, Shuriken throwing
stars, and innovative multi-paneled storytelling. Even
Manhunter's costume was revolutionary — a cross
between a Samurai suit and an exoskeleton, complete
with Mauser pistol and vicious knives. The story
revolved around Manhunter turning on his masters
and trekking halfway around the globe, through the
Himalayas, Marakesh, and Constantinople, ending up
in Gotham City in an inevitable tangle with Batman.
Mixing filmic influences, tight plotting, exciting
art, and international espionage, the strip was an
immense critical success, winning numerous fan
awards. Fearful of lesser talents picking up the strip
at a later date, Goodwin had the courage to kill off
his Manhunter in a literally explosive finale. Even
so, each decade since the strip's demise has fit-
tingly seen a new collection, keeping it in print for
successive generations of readers. As of 2004 Kirk
stayed dead but, of course, that does not guarantee
that fans have heard the last of the Manhunter
name — far from it.
Barely a year after the Detective Comics series,
Kirby dreamed up a new Manhunter, public defender
Mark Shaw (appearing in 1975's First Issue Special
#5), who was recruited into a secret society of super-
lawmen. Kirby's reinvention clearly owed a lot to the
Phantom in its vision of a race of law enforcers
stretching back through the centuries, but it was to
be this Manhunter's only appearance — for a few
years, at least. The Manhunter cult was revived in a
late 1970s issue of Justice League, and the 1980s
saw a flurry of Manhunters, initially starring in the
complex Millennium comic in which android Man-
hunters attacked just about every DC character in
print. This led to a continuing Manhunter comic for
the first time in the character's history, which fol-
lowed up Millennium in an equally bewildering way.
Clearly believing that you could never have too many
Manhunters, DC brought out yet another version in
1994, but this incarnation was a musician who
appeared to have been possessed by a supernatural
creature called the Huntsman. Its edgy approach
included the beloved hero selling his soul to the devil
(cue the sound of the fine, upstanding Paul Kirk turn-
ing in his grave) and, perhaps unsurprisingly, the strip
failed to find an audience.
Meanwhile, since only a few years after the
original Kirk was in that grave, writers have been
picking up on the Goodwin/Simonson series' device
of antagonistic clones made by the same shadowy
organization that revived Kirk. First, a renegade
clone led the short-lived mid-1970s Secret Society
of Super-Villains in their comic, and much later a
less dastardly Kirk duplicate joined the commercial
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Manimal
superteam The Power Company in the early 2000s.
However, come and go as Manhunter(s) undoubted-
ly always will, it is Goodwin and Simonson's master-
piece that will forever have a place in the hearts of
true comics fans. — DAR
Mammal
Professor Jonathan "J. C." Chase (portrayed by
actor Simon MacCorkindale) appeared to be a
suave and sophisticated professor teaching animal
behavioral sciences at New York University, or aid-
ing the police investigations of animal-related
crimes. But at night — or in times of danger — he
could utilize a superpower he had inherited from his
father, turning from man into animal, becoming the
superhero known as Manimal. Often becoming a
panther, a hawk, a snake, a horse, or a cat, Chase
would use his shape-changing abilities to stop crim-
inals, such as smuggling ambassadors, Russian
spies, and horse thieves. His secret was known to
only two people: an African-American Vietnam veter-
an friend of his named Tyrone C. Earl (first Glyn Tur-
man, later Michael D. Roberts), and a pretty police
detective/budding love interest named Brook
McKenzie (Melody Anderson).
One of the most unusual superhero shows to
air on television, Manimal debuted on NBC on Sep-
tember 30, 1983, with an extra-length pilot film. The
show was created by Glen A. Larson, no stranger to
either the noncostumed superhero genre or the sci-
fi/horror realm. Manimal featured excellent special
effects and makeup work, as a huffing and puffing
Chase would transform into animals on-camera,
mostly through quick-cut close-ups. Unfortunately,
even the large budget didn't allow for many exotic
changes, meaning viewers were shown the same
transformation scenes in various episodes. Despite
its slick look and cool premise, Manimal was can-
celed after one telefilm and seven episodes.
The character didn't completely disappear,
however. In worldwide syndication the show was a
s#
hit, particularly in France. And in 1998, Larson was
doing well with the second season of the syndicat-
ed superhero series NightMan. In a November
episode titled "Manimal," NightMan met Jonathan
Chase and his daughter, Teresa Chase (Carly Pope).
She discovered that she had inherited her father's
powers, and a knack for fighting crime as well. Pro-
fessor Chase was on hand to help NightMan and
his daughter catch a time-traveling Jack the Ripper!
Unfortunately, neither Manimal nor his daughter
(Womanimal?) proved successful enough to growl
up a new pilot, and Manimal retreated back into the
zoo of obscurity. — AM
Martian
Manhuntev
Although the debut of DC Comics' second Flash
(Showcase #4, 1956) is universally regarded as the
start of the Silver Age of comics (1956-1969),
J'onn J'onzzthe Martian Manhunter — a second-
string superhero — predates the Flash by nearly a
year. Created by writer Joe Samachson (scripter of
many Seven Soldiers of Victory and Sandman tales
for DC) and artist Joe Certa (who had drawn DCs
Robotman and Fawcett's Captain Marvel Jr.) as a
backup feature for Batman and Robin (Detective
Comics #225, 1955), the Manhunter is accidentally
teleported to Earth from his native Mars by Profes-
sor Mark Erdel, whose "robot brain" has locked
onto him from across the unknown depths of time
and space. Terrified by the sudden appearance of
J'onn J'onzz — a thick-browed, nearly seven-foot,
300-pound green humanoid — the professor immedi-
ately keels over dead, leaving the Martian stranded
on Earth. Altering his appearance with his natural
shape-changing abilities, the Martian assumes
human form, anglicizes his name to "John Jones,"
and takes on a day job as a terrestrial police detec-
tive, using his innate telepathic powers to trick his
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Martian Manhunter
human colleagues into believing that they already
know him. In his spare time, J'onzz uses his other
talents — invisibility, flight (derived from telekinesis),
superstrength, superspeed, and "Martian vision"
(similar to Superman's heat-vision) — in a relentless
war against both street criminals and costumed vil-
lains. His major weakness is fire; just as kryptonite
is Superman's Achilles' heel, the Manhunter is pow-
erless in the presence of open flames.
During his first few years on Earth, J'onzz uses
his invisibility power to conceal his superheroics,
and relies mainly on his detective skills to solve
crimes (his feature was in Detective Comics, after
all). This changed in 1959 (Detective Comics
#273), when he lost his ability to use his other pow-
ers while invisible. His existence subsequently
becomes common knowledge, and he becomes
widely known as the Martian Manhunter. This leads
to his eventual decision to ditch not only his "John
Jones" identity (at first in favor of whatever human
form the crisis dujour requires him to take) but to
stop adopting human guises altogether in favor of
full-time superheroics in his alien form. His
demeanor is distant and logical, a classic "out-
sider" personality that anticipates Star Trek's Mr.
Spock by more than a decade.
With J'onzz's identity changes still underway
during his Detective run, J'onzz found himself in the
hands of writer Gardner Fox and artist Mike
Sekowsky, serving double duty as a charter member
of the Justice League of America (The Brave and the
Bold #28-#30, 1960; Justice League of America
#1, 1960), DC editor Julius Schwartz's wildly suc-
cessful revival of the defunct 1940s superteam the
Justice Society (also written by Fox, this feature had
ended in Mi-Star Comics #57, 1951). It is only in
this capacity — as a supporting character in an
ensemble title — that the Martian Manhunter finally
began appearing on comic-book covers. While
J'onzz remained a major player in the JLA, his
Detective Comics run ended in 1964 with issue
#326, with the Elongated Man (a future JLA mem-
ber) taking his place; two months later, the Man-
hunter's feature resurfaced in the pages of The
House of Mystery (beginning in issue #143), a title
that had previously run only anthology-style horror,
science-fiction, and fantasy tales. Now helming his
own feature and commanding a spot on each
issue's cover, J'onzz had definitely moved up in his
adopted world. Unfortunately, the character proved
not to be quite the draw DC had hoped, and he lost
his cover slot to a new lead feature, Dial 'H' for
Hero (House of Mystery #156, 1966). The following
year, J'onzz found himself bereft of even back-page
status (as of House of Mystery #174) and had only
the Justice League's headquarters to call home.
Thanks to the flybys of Mars performed by the
Mariner spacecraft in the 1960s, planetologists —
as well as the comics readership — became aware
that the real Mars was incompatible with sentient
life such as the Martian Manhunter. DC therefore
had to engage in some judicious "retconning"
(retroactive continuity) to better explain J'onzz's ori-
gins. When the Manhunter finally returns to his
homeworld (Justice League of America #71, 1969),
he makes the horrific discovery that something has
purged the Red Planet of all life. He also learns that
his people had fled whatever menace had killed the
Martian biosphere, and leaves the JLA — and the
four-color page — to find them. His quest is ultimate-
ly successful, and he eventually returns to Earth
and his fellow heroes (Justice League of America
#100, 1972).
During the 1980s and 1990s, J'onn J'onzz con-
tinued to be a stalwart member of the JLA and Jus-
tice League International, becoming almost a father
figure for some of the younger and brasher mem-
bers of the team, such as the Blue Beetle, Booster
Gold, Fire, and Ice. In fact, he has been integral to
every incarnation of the Justice League from the
very beginning. Under such writers as Keith Giffen,
J. M. DeMatteis, Dan Jurgens, Gerard Jones, and
Mark Waid, J'onzz loosens up a little emotionally,
developing a dry sense of humor, though he is still
often played as a silent, stolid straight man for ban-
ter-prone characters such as the Blue Beetle. Dur-
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Marvel Boy
ing the 1990s, the Manhunter becomes the Justice
League's chairman; his leadership skills are praised
by no less a personage than Batman himself (JLA
#2, 1997), who says J'onzz has "the best grasp of
group dynamics of anyone I've ever met."
As has happened with many superheroes, the
Martian Manhunter's origin story has been embroi-
dered greatly during the last two decades, making
him increasingly complex and more relevant to mod-
ern audiences. In 1988 J'onzz starred in a four-
issue Martian Manhunter miniseries, in which writer
DeMatteis and artist Mark Badger plagued the Man-
hunter with a vision of H'ronmeer, the Martian god
of death, fire, and lies. This culminated in several
shocking discoveries, including the fact Dr. Erdel
still lives. Erdel reveals that the Manhunter, grief-
stricken over the deaths of his wife, daughter, and
entire species from a plague, had lashed out in
pain and destroyed Erdel's teleportation apparatus,
thereby stranding himself on Earth. The Man-
hunter's vulnerability to fire turns out to be purely
psychosomatic, a post-traumatic manifestation of
J'onzz's repressed memories of his dead world's
funeral pyres. To heal J'onzz's shattered psyche,
Erdel had implanted happy memories of Mars
based on old pulp science-fiction stories — the Man-
hunter's Martian appearance is one such piece of
implanted information. Erdel then faked his own
death to leave J'onzz free to adapt to his new life
on Earth. Using Erdel's rebuilt equipment, the Man-
hunter returns briefly to Mars, where he bids
farewell to everything he has lost. When he returns
shortly to Earth, he regards it as his home more
now than ever before.
Working with artists Tom Mandrake, Eduardo
Barreto, and Jan Duursema, writer John Ostrander
helmed an open-ended Martian Manhunter series
that ran for thirty-six issues (1998-2001). Noting
J'onzz's conspicuous lack of the "rogues' gallery"
so typical of other superheroes, Ostrander embell-
ished the character's backstory further by introduc-
ing his evil brother Ma'alefa'ak J'onzz (who is better
known by his supervillain moniker, "Malefic"), the
architect of the plague that destroyed the Martian
people. Ostrander also intertwined the history of
Mars and the J'onzz family with Jack Kirby's New
Gods characters, revealing that the Martian Man-
hunter has long been an enemy of the diabolical
and supremely powerful quasi-deity known as Dark-
seid. In Martian Manhunter 1,000,000 (1998),
Ostrander and Mandrake served up a possible
future in which the Martian Manhunter is alive and
performing heroic deeds on Mars in the year
85,271 A.D.
"[J'onn J'onzz is] the alien on Earth who still
remains alien," Ostrander has said of the taciturn
extraterrestrial hero. "And thus he's the most clas-
sic in terms of a detective as well — if he remains
the classic outsider, unlike Superman, who was
raised to almost think of himself as human. J'onn
always has known that he's the alien and yet, at the
same time, he feels very close [to] and very identi-
fied with the people of Earth." Today he remains a
key player in the Justice League, a long-lived charac-
ter whose alien-ness remains both intact and
intriguing. — MAM
/Watvef Boy
For a company founded on a title called Marvel
Comics, the temptation to create a hero called Mar-
vel Boy was always going to be hard to resist, and
there have been many incarnations of that name
over the years. The first Marvel Boy was Martin
Burns, who enjoyed two different origins in just two
appearances. In the first (in Daring Mystery #6,
1940), he becomes the reincarnation of Hercules,
who had been driven to return to Earth by the grow-
ing Nazi threat. In his second origin (in USA Comics
#7, 1941) he inadvertently knocks over a mummy —
"Hercules' mummy," as per the myth-mash that char-
acterized all of this Marvel Boy's stories — during a
museum trip and some of the mummy extract (what-
ever that might be) enters a cut in his skin; presto,
instant superhero! In both cases, young Martin is
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presented with a (different) costume by an animated
shadow that just happens to be lurking nearby.
Fast-forward a decade and, following the col-
lapse of the superhero genre, up popped a new
Marvel Boy: Bob Grayson, son of intrepid genius sci-
entist Professor Matthew Grayson. Frightened by
growing instability in Europe, the professor had
fashioned a nuclear-powered spaceship and spirited
his young son away to safety on Uranus. Now in
futuristic 1950, the grown-up Grayson returned to
Earth in a Roman-style, bare-legged costume, pop-
ping uranium pills and dazzling hoods with his "light
jewel," which fired a beam of light that was tem-
porarily blinding. The Marvel Boy stories were enjoy-
ably scatterbrained, as he flitted from Uranus to
Earth and back, tangling with aliens, commies, and
swamis. After two issues, his Marvel Boy comic was
retitled Astonishing, and beautifully drawn Marvel
Boy stories (by Russ Heath and Bill Everett) contin-
ued to appear until issue #6, after which it was con-
verted to a horror comic.
In a move to retain copyright on the name, Mar-
vel Boy strips were reprinted in the 1960s and
1970s, and the hero himself was revived by writer Roy
Thomas in a Fantastic Four issue (#164 in 1975).
Grayson had apparently been in suspended animation
and woke up with crime on his mind, renaming him-
self Crusader. He was defeated by the Fantastic Four
and promptly died. His armbands (tiny generators
filled with the energy of miniature stars) were passed
on to Stark Industries, where a young would-be
S.H.I.E.L.D. spy called Wendell Vaughn tried them on,
fought off some enemy agents, and duly became Mar-
vel Man (in Captain America #217). Adding blue tights
to the original costume, Marvel Man next met the
Hulk, changed his name to Quasar, and flew off to
Uranus where, after three years of sleep, he was told
he was the universe's new protector. Flying back to
Earth, he would go on to enjoy a healthy run in his
own comic for six years (1988-1994) as a sort of
lighthearted Green Lantern.
But if Marvel Man became Quasar, that name
was now going spare again, and so ... enter Vance
Astrovik, a.k.a. Marvel Boy, in the pages of the New
Warriors in 1990. (This character was a "real world"
variant of Guardians of the Galaxy leader Vance
Astro, after the arbiters of Marvel Comics continuity
decided that he hadn't left the twentieth century to
join that futuristic team after all.) Rejected by the
Avengers, the telekinetic Marvel Boy was recruited
by Night Thrasher to join his fellow tyro heroes in
the New Warriors, which proved to be one of the
surprise hits of the 1990s. In an unusual move that
very much mirrored the increasingly violent state of
life in the late twentieth century, storylines revealed
that Marvel Boy was an abused child, and in issue
#20 he killed his father after a particularly savage
beating. As a result, he was sent to jail where he
changed his name to Justice and fought for the
cause of prisoners' rights. In due course, Justice
was released and, together with new Warriors girl-
friend Firestar, went on to get accepted into the
Avengers this time. All of this meant that there was
another vacancy in the Marvel Boy department.
The fifth Marvel Boy duly arrived in 2000, cour-
tesy of cutting-edge writer Grant Morrison with the tal-
ented J. G. Jones on art, as part of the company's
more mature Marvel Knights line. This time around,
Marvel Boy was Noh-Varr, the sole survivor of a
crashed spaceship of the Kree race, and the strip's
premise was effectively a retelling of the early (1968)
Captain Marvel strip, right down to the design of Mar-
vel Boy's costume. Over six issues, Noh-Varr (effec-
tively a living weapon) came up against Mr. Midas (a
billionaire dressed in Iron Man's old armor, for some
reason), S.H.I.E.L.D., Nexus the Living Corporation, a
beautiful killer called Oubliette, and pretty much the
whole planet. Noh-Varr is undoubtedly the least sym-
pathetic Marvel Boy so far, albeit the best crafted,
but almost inevitably there will be more. — DAR
Aflatvef Comics
Martin Goodman was a publisher of pulp maga-
zines — inexpensive collections of prose short sto-
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Marvel Comics
ries packaged under illustrated covers — who, in the
1930s, oversaw a periodicals line including Com-
plete Western Book, Marvel Science Stories, and
Star Detective (the latter of which, in a 1937 edi-
tion, featured a tale with the prophetic title "The X-
Man"). In the late 1930s Frank Torpey, representing
a consortium of popular fiction authors and illustra-
tors calling themselves Funnies, Inc., persuaded
Goodman to enter a promising new entertainment
medium: comic books. Goodman's first effort was
Marvel Comics #1 (1939), an anthology title spot-
lighting the adventures of the Angel (not the version
who would appear decades later in the company's
X-Men title), the jungle hero Ka-Zar, the Western
character the Masked Raider, Bill Everett's Sub-
Mariner (listed on the cover as "Submariner"), and
Carl Burgos' Human Torch, who was depicted on the
cover melting through a steel wall. The issue sold
extremely well, and Goodman's company, calling
itself Timely Publications (or Timely Comics), was
now in the comic-book business. An important edi-
tor was Joe Simon, who also wrote and drew many
of the publisher's earliest efforts.
WHEN TITANS CLASH
After the success of competitor DC Comics'
Superman and Batman, new superheroes inundated
the marketplace as an exponentially expanding
arena of publishers scurried for a piece of the pie.
Timely experimented with new characters, most of
which failed to connect with an audience: The Blue
Blaze, Flexo the Rubber Man, the Phantom
Reporter, and Timely's first superteam, the 3 Xs,
were so short-lived that they escape mention in
many historical volumes. Goodman struck gold,
however, whenever he highlighted the Human Torch
and the Sub-Mariner. And when he paired them in a
three-part summer 1940 serial in Marvel Mystery
Comics, the superhero "crossover" was born, and
circulation exploded, giving birth to two new ongoing
series: The Human Torch (Fall 1940) and Sub-
Mariner (Spring 1941). In late 1940 Goodman hired
his wife's young cousin as an editorial assistant to
help manage Timely's growing line. This seemingly
nepotistic choice proved to be the most important
personnel decision Goodman ever made: The
teenager was Stanley Martin Lieber, who, as Stan
Lee, would one day be the publisher's driving force.
THE COMING OF
CAPTAIN AMBZICA
In March 1941, as Adolf Hitler's campaign of
conquest was pushing the world into war,
editor/writer Simon and artist Jack Kirby introduced
a new superhero comic that helped distinguish
Timely as one of the major publishers. Simon
recalled, in Les Daniels' Marvel: Five Fabulous
Decades of the World's Greatest Comics (1991),
"We were looking for a villain first, and Hitler was
the villain." Simon and Kirby's antithesis of this real-
life menace was their paragon of patriotism, Cap-
tain America. Once the United States entered World
War II, Captain America, The Human Torch, and
other titles regularly featured the heroes combating
Axis enemies — for example, the cover of Captain
America #13 (April 1942) depicts "Cap" punching a
grossly caricatured Japanese soldier while proclaim-
ing, "You started it! Now we'll finish it!" Readers
embraced the superhero war effort, with many
comic books selling hundreds of thousands of
copies per issue. In December 1943 Captain Ameri-
ca became a matinee idol by starring in the first
installment of a live-action, fifteen-chapter Republic
Pictures movie serial. Funny-animal titles like Super
Rabbit joined Timely's publishing line, and the staff
increased to handle the workload. Stan Lee
assumed a larger editorial role, even writing some
stories, and many artists accepted salaried staff
positions to draw comic books.
Then the war ended, sounding the death knell
for the first wave of superheroes. Some comics pub-
lishers withered away, and those that stayed in busi-
ness canceled or diminished their superhero lines.
By the end of the 1940s Timely's remaining super-
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hero titles — Sub-Mariner, The Human Torch, and
Captain America — were axed, the latter bearing the
insult of piggybacking the burgeoning horror trend
with its last issue: In Captain America's Weird Tales
#75 (February 1950), the hero appeared in name
only. Logos reading "Marvel Comics" sometimes
appeared on the covers of late 1940s books, hinting
at the name the company would one day adopt.
By the late 1940s the publisher's funny-animal
comics were accompanied by crime, romance, girl's
adventure, and Western titles; a sampling of Timely
series from this era includes Komic Kartoons, All
True Crime, My Romance, Cowgirl Romances, Millie
the Model, Patsy Walker, and Two-Gun Kid. As the
United States slipped into the post-World War II
atomic age, the optimistic vehemence of the
1940s — when readers rallied behind Captain Ameri-
ca and other comics that became more propaganda
than entertainment — gave way to a new era of sus-
picion and paranoia.
ATLAS SHRUGS
In 1950 the Korean conflict inspired a slew of
war series like Battle and War Adventures, featur-
ing gritty portrayals of the brutality of human com-
bat. The company was gutted in the early 1950s by
a sweeping personnel layoff, a cost-cutting mea-
sure initiated by Goodman to maximize profits as
part of a new distribution pact that added the
imprint "Atlas" onto each of the company's covers.
Failed 1953-1954 attempts to revive Captain
America (as a "Commie Smasher!"), Sub-Mariner,
and The Human Torch resulted in the publisher's
avoidance of superheroes for the balance of the
decade (though some elegant and now largely for-
gotten attempts at reviving the genre with newer
characters like Venus and Marvel Boy had been
made earlier on). Atlas added explicit horror titles
to its line, a decision it regretted during the 1954
United States Senate witch hunt that attacked
graphic comics content and almost extinguished
the entire industry. Sales declined, publishers fold-
ed, page rates shrunk, and writers and artists were
out of work.
By the end of the 1950s Goodman managed to
keep his comics house alive by brokering a deal
with Independent News Co. to distribute Atlas' peri-
odicals, but there was a catch: The company could
produce no more than eight titles a month, not a
surprising limitation considering that its new distrib-
ution source was owned by its competitor, DC
Comics. The company dropped the Atlas label and
went nameless for a brief period. Disgruntled and
on the brink of resignation, editor/writer Stan Lee
sadly surveyed what was left of a once-thriving line:
A smattering of monster titles featuring characters
with childish names like "Torr," "The Thing That
Shouldn't Exist," and "Fin Fang Foom."
THE MARVBL AG£ OF COMICS
An early 1960s golf game between Goodman
and DCs publisher Jack Liebowitz offered Lee an
epiphany, at least indirectly. Liebowitz remarked of
the stellar sales generated by DCs new Justice
League of America title — the most recent addition
to its line of successfully reworked superheroes —
and Goodman then directed Lee to produce a
superteam for their own company's comics line. Lee
took this as a challenge to create a series with
emotional resonance — "I was really interested in
the characters as people," he commented — the
result being Fantastic Four#l in November 1961.
The "FF" consisted of a family (a snobby scientist,
his reserved fiancee, her impulsive brother, and an
irascible friend) that gains superpowers and
becomes a force for good. This family was a dys-
functional one, however, filled with bickering but
united by love. The novelty of this new breed of
heroes, along with Lee's dialoguing verve and the
energetic artwork of Jack Kirby, made Fantastic Four
a runaway success. The Marvel Age was born.
The publisher, now calling itself Marvel Comics,
continued to strike with unpredictable, problem-
plagued, self-consumed, and unlikely superheroes,
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Marvel Comics
an exciting universe of characters all co-existing in
the same fictional world. The Incredible Hulk, Thor,
Spider-Man, Ant-Man, and Iron Man came along, as
did supergroup titles The Avengers and The X-Men.
Lee wrote and edited the burgeoning line, and man-
aged his workload by formulating the "Marvel
method" of scripting: He'd craft a terse plot that the
penciler would illustrate, with Lee scripting pages
after they were drawn. This shortcut not only helped
the writer/editor manage more titles, it also vested
the artists in their storytelling. Lee provided a
"voice" to Marvel Comics, speaking colloquially to
his readers in his letters pages (and awarding
selected letter writers a coveted "No-Prize," which
was just that: a specially designed envelope con-
taining nothing inside) and in his hype-laced "Stan's
Soapbox" columns. He created intimacy between
readers and comics professionals by humanizing
his fellow creators with nicknames: Jack "King"
Kirby, "Genial" Gene Colan, "Jazzy" Johnny Romita,
and his own alias, Stan "The Man" Lee. Doctor
Strange, Sgt. Fury (later to become Nick Fury, Agent
of S.H.I.E.L.D.), and Daredevil joined the line, as did
additional writers, artists, and editors.
Although the distribution deal with Independent
News/DC strangled Marvel at its eight-title maxi-
mum throughout most of the 1960s, anthology
books like Strange Tales and 7a/es to Astonish
allowed more characters their venue. Marvel's
superhero comics enjoyed growing sales, mass-
media exposure through TV cartoons and merchan-
dising, a company-generated fan club (the Merry
Marvel Marching Society, or M.M.M.S.), and counter-
culture acceptance on college campuses. As of
1968 the distribution restriction was lifted and a
barrage of new characters and titles appeared. And
throughout the decade, readers never knew what to
expect in a Marvel title: Captain America was discov-
ered frozen in ice, the Green Goblin exposed Spider-
Man's identity, Galactus threatened to engulf the
entire planet, and visionary artists like Jim Steranko
drew for Marvel while DC Comics expatriate Neal
Adams relocated there. Lee had created a so-called
"House of Ideas," and his drive to produce super-
heroes with realistic resonance became a core phi-
losophy that steered the company for years to come.
Industry giant DC lumbered through the 1960s, not
considering this upstart Marvel a threat until it was
too late — as the 1970s began, Marvel was now
comics' best-selling publisher.
we House of weAs
DC struck back, however, under the leadership
of editorial director Carmine Infantino. Superstar
artist Kirby defected to DC (for a few years, before
he returned to Marvel), and the companies waged
content and market-share war for several years.
Marvel helped define new genres like sword-and-
sorcery (through its acquisition of Robert E.
Howard's Conan the Barbarian as a comic-book
property), horror (via gripping titles like The Tomb of
Dracula and Man-Thing), and martial arts (Master of
Kung Fu and Iron Fist). DC countered with innova-
tive alternatives, but Marvel controlled the 1970s.
Marvel introduced two iconic anti-heroes, the
Punisher in The Amazing Spider-Man #129 (1974)
and the clawed mutant Wolverine in The Incredible
Hulk #181 (1974), then followed with an all-new
incarnation of an old standby in Giant-Size X-Men #1
(1975). Marvel and DC even shook hands long
enough to co-produce the wildly successful one-shot
Superman vs. the Amazing Spider-Man (1975). Mar-
vel milestones during the second half of the 1970s
include Howard the Duck, The Incredible Hulk live-
action television show, Star Wars comics adapta-
tions, and clones of Marvel's two most visible
heroes in Spider-Woman and The Savage She-Hulk.
Lee was booted upstairs into executive manage-
ment before vacating the House of Ideas for Holly-
wood in 1980, where he helped bring Spider-Man,
Fantastic Four, and other characters to animated
television. He was succeeded at Marvel by a revolv-
ing door of editors in chief, including Jim Shooter.
Appointed in 1978, Shooter, perceived by many
as a taskmaster, elicited love/hate reactions from
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Marvel Comics
staff and freelance creators. Early in his near-
decade-long tenure, Marvel released some of its
most celebrated, creator-driven successes: Walt
Simonson's Thor, Chris Claremont and John Byrne's
collaboration on X-Men, the "adult fantasy and sci-
ence fiction" magazine Epic Illustrated, Byrne's pop-
ular run on Fantastic Four, the expansion of X-Men
into a franchise beginning with The New Mutants
graphic novel (1982), and Frank Miller's dark take
on Daredevil, the latter of which introduced the pop-
ular assassin Elektra in 1981.
After the publication of the toy tie-in superhero
crossover Marvel Super Heroes Secret Wars
(1984), a critically lambasted but highly profitable
limited series that sold roughly 750,000 copies per
issue, Shooter reportedly initiated a heavy-handed
editorial presence that soured many writers and
artists; other creative personnel embraced his
vision and stood steadfastly in his corner. Despite
his controversial management style, Shooter as edi-
tor in chief helped direct Marvel toward a period of
commercial success.
an eMPme czmmL.es
Changes within Marvel's financial infrastruc-
ture occurred in 1986, when New World Pictures
bought Marvel with an eye toward media develop-
ment of its characters. More new titles were pro-
duced, including a line of comics (including Star
Brand, Nightmask, and Psi Force) in a separate
reality from the Marvel superheroes called the
"New Universe," an experiment that flopped. Shoot-
er left the company in 1987, replaced by Tom DeFal-
co, who continued to help the line grow. The Punish-
er now starred in his own series, as did Wolverine.
The House of Ideas produced so many ideas that
characters strayed from their source material.
Some books grew so dense with continuity that they
were inaccessible for anyone other than the devo-
tee. But they still sold well.
In 1989 Revlon chief and investor supreme Ron
Perelman bought Marvel and took it public. To
ensure shareholder profits, Marvel exploited gim-
micks like variant covers, cover enhancements, ram-
pant franchising, and its cadre of young, hot
artists — Todd McFarlane, Rob Liefeld, and Jim Lee,
among others. Marvel cultivated then manipulated a
speculator boom that pushed sales of some titles
into the millions. Most of Marvel's output was
pedestrian at best, pandering at worst, piggybacking
on the success of collector and speculator sales.
Before long Marvel became part of a conglomerate
that included action-figure manufacturer Toy Biz and
trading-card company Fleer. Corporate raider Carl
Icahn attempted a hostile takeover of the company,
and his struggle with Perelman merited a book on
the subject: Dan Raviv's Comic Wars: How Two
Tycoons Battled Over the Marvel Comics Empire ...
And Both Lost!!! (Broadway Books, 2002). In 1993
Marvel strong-armed its own distribution network
and continued to feed the speculator frenzy, but by
the mid-1990s — after McFarlane and friends had
jumped ship and formed their own publishing com-
pany, Image Comics — the excessive glut of product
forced the bottom to drop out of the market. Specu-
lators fled, and on December 27, 1996, Marvel
Entertainment Group, Inc. filed for bankruptcy.
MABVSL COMICS ZS&OBN
After floundering for several years, with indus-
try naysayers predicting its demise, Marvel Comics
was creatively rejuvenated: Chief creative officer Avi
Arad appointed Bill Jemas as president and Joe
Quesada — an extremely popular comic-book
artist — as editor in chief. A leaner, more stream-
lined Marvel has since focused on a core line of
exciting, accessible characters, with successful cre-
ators like Brian Michael Bendis, Grant Morrison,
Bruce Jones, and others reshaping the Marvel uni-
verse for the twenty-first century. Best-selling titles
have included Ultimate Spider-Man and, now as
before, X-Men and The Incredible Hulk. Marvel
emerged from bankruptcy after the unparalleled
financial success of Sam Raimi's live-action theatri-
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Mary Marvel
cal blockbuster, Spider-Man (2002). Reinforced by
the success of additional blockbuster movies star-
ring Marvel characters — including X-Men (2000),
X2: X-Men United (2002), and Daredevil (2003)—
Marvel Comics has reclaimed its title as the
"House of Ideas." — ME
Marvelman: See Miracleman
Mavy Mawei
Perhaps fearing that success inevitably inspires imi-
tation, Fawcett Comics seemed to have stolen a
march on its competitors by copying its all-conquer-
ing Captain Marvel itself. First, they created Captain
Marvel Jr. and then, in one genre-spanning month in
late 1942, they hit both the funny animal market
with Marvel Bunny and the largely untapped female
market with Mary Marvel. Writer Otto Binder and
artist Marc Swayze introduced Mary in Captain Mar-
vel Adventures #18, in a tale that reveals that Cap-
tain Marvel's young alter ego, Billy Batson, has a
long-lost twin sister, Mary (Batson) Bromfield, sepa-
rated from him at birth and brought up by a wealthy
foster family. As luck would have it, Mary is then
promptly kidnapped, giving Captain Marvel senior
and junior ample opportunity to show off their pow-
ers by soundly thrashing the kidnappers. Somehow,
the miscreants escape, defeat the superheroes,
and turn on Mary who, upon uttering a plaintive cry
of "Captain Marvel," is magically transformed into
the red-mini-skirted Mary Marvel — apparently, she
had never spoken his name aloud before. Like her
brother, the super-powered Mary can fly and is pos-
sessed of almost unlimited strength, and so she
makes short work of dispatching her captors.
Fawcett was never overly concerned with expla-
nations for its heroes' powers, and readers had to
be satisfied with the ubiquitous, long-bearded wiz-
ard Shazam popping up to say that this was simply
what was meant to happen. In any case, logical or
Mary Marvel #2 © 1946 Fawcett.
COVER ART BY JACK BINDER.
not, the three heroes pledge to fight crime together,
and the following month Mary graduated into her
own feature in Wow Comics #9, displacing the
bizarrely named Mr. Scarlett and Pinky from the
cover spot. Swayze was deemed too important to
draw a new feature such as Mary's and was
returned to the Captain Marvel feature, leaving the
new strip to be drawn by Jack Binder, brother of the
strip's principal writer Otto; this made them one of
the few brother teams in comics history.
Unlike Billy Batson, who was transformed into
a muscular adult, his sister Mary was still only a
young girl after uttering the magic words, possibly in
an attempt to appeal to a young readership.
Indeed, for Mary Otto Binder deliberately down-
played the heroics typical of the other Fawcett
$5&
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The Mask
comics, preferring instead more human-interest sto-
ries. (In fact, unlike her contemporary, Wonder
Woman, Mary was very much unliberated, content
to be helping out her male family members.) Howev-
er, Mary did have her share of villains, including
Georgia Sivanna (from the ever-increasing Sivanna
family of mad scientists), Mr. Night, and Nightowl,
but she was just as likely to spend her time frolick-
ing with gnomes or rescuing lost puppies. In addi-
tion to her wealthy foster parents, the supporting
cast included hayseed best pal Freckles, who occa-
sionally donned a costume to become (wait for it)
Freckles Marvel, and whose main purpose was to
be rescued. Another costumed cohort was Uncle
Marvel, a con man who persuaded Mary to sell her
heroic services for cash but soon reformed to
become a nuisance in many later strips of all the
Fawcett characters.
Sales were strong enough during World War II
to warrant Mary's own title, and Mary Marvel #1
appeared in 1945, while a line of Mary Marvel
dresses sold in the thousands. The next year saw
the launch of the Mary Marvel fan club but sales
soon started to slump (possibly as the result of a
maturing audience switching over to romance titles)
and in 1947 Wow became a Western comic. Barely
one month later, Mary's own title was transformed
into Monte Hale Western and she had to make do
with a berth in Marvel Family until the 1950s super-
hero slump killed that off in 1954.
By the time of her initial demise, Mary had
become a teenager, and when she was revived by
DC Comics some thirty years later she was still a
teenager. As part of the Shazam! title, Mary starred
in occasional Marvel Family adventures as well as a
few solo backups. In these tales, usually featuring
Mary surrounded by a gang of teenage girlfriends,
she was portrayed as a would-be Nancy Drew, solv-
ing quirky mysteries — and with beautiful art by Bob
Oksner she never looked better. Captain Marvel
went on to become a regular fixture in the DC lineup
but for much of the 1980s and 1990s Mary lan-
guished in obscurity, her last appearance made in
1999. For a readership lacking in young girls it
would seem that there is now no audience for the
innocence and simplicity of Mary Marvel. — DAR
the Mask
Superheroes have always offered vicarious empower-
ment to the average, the meek, and the disenfran-
chised. When orphan whelp Billy Batson transforms
into the mighty Captain Marvel by shouting "Shaz-
am," for example, one thinks, If only I had such a gift.
Stanley Ipkiss might disagree with you. This
human doormat is the lowest of losers — until he
buys an ancient mask in a curio shop. Donning the
eerie visor, he is transmogrified into a mischievous
oddball with a green cranium and a devilish, toothy
sneer — plus malleability, invulnerability, and the
power to pull objects (especially weapons) out of
thin air. Meet the Mask, or "Big-Head," as he is
known in public, who embarks upon a mission of
revenge against his tormentors. Premiering in Dark
Horse Presents #10 (1987), the Mask is a venge-
ful, human Bugs Bunny with an "R" rating — unlike
that "wascally wabbit," however, when the Mask
blows up someone, he or she stays dead. As the
body count increases in Big-Head's wake, resolute
cop Lt. Kellaway is determined to stop this crazy
killer, and the heat is on hapless Ipkiss.
The Mask was envisioned by Dark Horse
Comics president Mike Richardson, writer Randy
Stradley, and artist Chris Warner, but given life by
writer John Arcudi and illustrator Doug Mahnke.
Dark Horse published multiple storylines featuring
the mask (the object) falling into the hands of
(make that onto the faces of) a variety of people,
with the moral to the story (if there was one) being,
vengeance carries a price. Each person who has
worn the mask has been intoxicated by its power,
but eventually beset by disaster. From his Dark
Horse Presents appearances the Mask clobbered
his way into a four-issue miniseries titled Mayhem
TH£ SUPBBHeiZO BOOK
*?
Master of Kung Fu
Adventures of The Mask #1 ™ & © 1996 Dark Horse
Comics, Inc.
COVER ART BY BRUCE TIMM.
(1989), then into a succession of miniseries and
specials all his own, including The Mask (1991),
The Mask Returns (1992), The Mask Strikes Back
(1995), and The Mask: Toys in the Attic (1998).
A nonlethal, kid-friendly version of the character
became a movie icon in The Mask (1994), a box-
office smash starring rubber-faced comedian Jim
Carrey as Ipkiss/Mask and featuring a scene-steal-
ing dog named Milo. (The Mask is also noted for its
breakout performance by Cameron Diaz as a femme
fatale turned Ipkiss' love interest.) A hefty special-
effects budget brought to life the Mask's implausible
Looney Tunes-inspired antics, and Carrey in the role
coined a short-lived catchphrase: "Ssssmokin'!" A
s#
spate of merchandising accompanied the film, and
Son of the Mask made it to movie houses in 2004.
The Mask, promoted as "From Zero to Hero,"
spawned a television cartoon spinoff (1995-1996)
in both syndication and on Saturday mornings, which
in turn inspired a Dark Horse comic book in the "ani-
mated" style, Adventures of the Mask (1995-1996).
Other animation-based and traditional Mask comics
followed for a few years, including a four-issue Dark
Horse/DC crossover teaming Big-Head with Bat-
man's arch foe in Joker/Mask (2000). — ME
Master
ofKvngFv
If the 1960s was the decade of superheroes in the
comics world, the 1970s was definitely the decade
of fads. Among the horror, sword-and-sorcery, and
science fiction genres that captivated fandom, the
rise of the kung fu comic was one of the fastest
and most unexpected. The popularity of Bruce Lee's
movies and David Carradine's Kung Fu television
show inspired all the major comics publishers — DC,
Atlas, Charlton, and Marvel — to jump onto the mar-
tial arts craze. Marvel married the concept of the
Far East martial arts hero with the traditional Ameri-
can superhero, and a genre was born.
The first of Marvel's superpowered martial
artists, who initially saw the light of day in Special
Marvel Edition #15 in December 1973, was Shang-
Chi, Master of Kung Fu, whose name means "the
rising and advancing of a spirit." It seems that Mar-
vel had held the rights to comics' version of Sax
Rohmer's legendary fictional Chinese criminal
genius Fu Manchu for some years and, while look-
ing for a premise for its first kung fu strip, decided
to join the two properties together. Consequently,
the comic opens with Shang-Chi, Fu Manchu's "liv-
ing weapon" son, on a mission to assassinate his
father's great enemy, Dr. Petrie.
TH£ SUPBBHeZO BOOK
Master of Kung Fu
Having seemingly done the deed, Shang-Chi
was confronted by Dr. Petrie's longtime colleague
Sir Denis Nayland Smith and told the terrible truth
about the father whom he had believed was only
interested in world peace. Teaming up with Sir Den-
nis and his fellow Fu-hater, Black Jack Tarr, Shang-
Chi dedicated his not inconsiderable skills to
defeating his father's dastardly plans. In the strip's
early days, creators Steve Englehart and Jim Starlin
(soon to be replaced by Doug Moench and novice
artist Paul Gulacy) concentrated on page after page
of martial arts action as the team countered Fu
Manchu's endless quest for power. The comic neat-
ly tapped into the public's insatiable hunger for all
things kungfu, and Marvel had a hit on its hands.
Throughout 1974, Marvel unleashed a torrent
of kung fu-related titles: Special Marvel Edition was
renamed Master of Kung Fu with issue #17; a black-
and-white magazine called Deadly Hands of Kung Fu
was launched; a new hero, Iron Fist, followed in Mar-
vel Premiere; and, in September, a quarterly Giant
Sized Master of Kung Fu comic was added. In
Britain, Shang-Chi stories were reprinted in Avengers
Weekly, and soon the demand for new strips to be
reprinted meant that the U.S. office was effectively
drawing episodes for the United Kingdom, to be
printed later in the United States. At the heart of
what was a genuine publishing phenomenon, the
Master of Kung Fu comic itself gradually improved
as the talents of Moench and Gulacy matured.
Moench started adding new characters to
Shang-Chi's band of Fu Manchu-fighters: Clive
Reston (part Sherlock Holmes, part James Bond),
the Marlon Brando look-alike Lamer, and Leiko-Wu,
Asian trouble-shooter and love interest. With issue
#29, Shang-Chi and company began working directly
for British intelligence and started to encounter
other foes in a succession of Bond-inspired extrava-
ganzas. The likes of Velcro and Mordillo lived up to
their Bond-villain inspiration with their secret
islands, private armies, femmes fatales, and plans
for world domination. The new direction built to a
climax with the whole cast battling Fu Manchu and
MARVEL COMICS GROUP
Master of Kung Fu #17 © 1974 Marvel Comics.
COVER ART BY JIM STARLIN AND ERNIE CHUA.
his evil daughter Fah Lo Suee on a vast space sta-
tion, with the fate of the entire planet Earth at
stake. In the end, Fu Manchu escaped, Larner died,
and Gulacy moved on to other, more lucrative areas,
having established his reputation as one of his gen-
eration's brightest stars.
As the 1970s progressed, the kung fu craze
inevitably waned, and one by one the various mar-
tial arts books folded. Shang-Chi was the last hero
standing, having built up enough of a following in
his own right. The comic lasted until 1983, buoyed
by lengthy runs from artists Mike Zeck and Gene
Day (who died soon after leaving the feature), and
the redoubtable Moench, who stayed almost to the
bitter end. In its last few years, old favorites such
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3S 9
Metal Men
as villains Shockwave, Razorfist (who had blades
instead of hands), the Cat, and Pavane reappeared
with regularity, as did Fu Manchu (inevitably), but
critics agree the comic's main selling point was the
sensitivity of Moench's characterizations.
Following a lengthy hiatus, Shang-Chi was
revived in a few issues of Marvel Comics Presents
(collected in the 1991 title Bleeding Black) and a
Moon Knight special. Fans then had to wait another
decade before being reunited with Shang-Chi, this
time in a 2002 miniseries by Moench and Gulacy.
Despite these rebirths, ultimately the Master ofKung
Fu was a quintessential^ 1970s concept. — DAR
Metal Men
Born out of necessity and desperation, the Metal
Men were one of the more inventive concepts of the
1960s. The strip was created over the course of
one weekend in 1962 by writer/editor Robert
Kanigher and artist Ross Andru, to fill the pages of
Showcase #37 when a previously scheduled feature
suddenly fell through. Kanigher dreamed up a group
of robots, each made out of a different metal and
each having powers and personality reflecting its
particular metal. The origin story recounts how bril-
liant, pipe-smoking government scientist Dr. Will
Magnus creates six robots in his giant, secret labo-
ratory and fits each with a Responsometer, which
gives them human characteristics. During their cre-
ation, the robots are affected by a powerful Aurora
Borealis event, which somehow gives them the per-
sonalities and emotions of real people.
The robots' abilities were as distinct as their
"personalities." For example, Gold — the leader —
could stretch for miles and was brave and serious.
Mercury could melt at room temperature and was a
real hot-head. Platinum (or Tina as she called her-
self) was tough and resilient, and could weave her-
self into all sorts of constructions; she was also in
love with Doc Magnus. Lead acted as a barrier and
Metal Men #48 © 1976 DC Comics.
COVER ART BY WALT SIMONSON.
was large and slightly slow-witted, while Iron was
incredibly strong, if slightly dull, and Tin was a
rather weak, timid, stuttering character who tried
his best but lacked the powers of his teammates.
Kanigher was an endlessly creative writer,
often basing his stories on gimmicks or plot twists;
with the science-based Metal Men his writing occa-
sionally resembled a chemistry lesson. The team
were in some ways the ultimate establishment
heroes, funded by the Pentagon and operating out
of an army compound at the government's behest,
but for all that, what made the strip so enjoyable
were the robots' clashing personalities, particularly
the cantankerous Mercury. Readers also immedi-
4<o
TH£ SUPBBHeiZO BOOK
Metamorpho
ately responded to the timid but plucky Tin who, like
them, had no real powers, but the focus of the strip
was more often on the doomed love of Platinum for
her all-too-human creator.
Right from the beginning, the Metal Men's foes
were often robots themselves, be they giant robots,
wooden robots, dinosaur robots, or even robot ter-
mites. The group also had a cadre of chemical
opponents, including the Gas Gang and the giant,
walking chemical vat, Chemo. Uniquely, the Metal
Men often died in their stories, only to be resurrect-
ed by Doc Magnus in the next issue, but after a
while their Lazarus-like rebirths began to wear thin.
In 1963, after four issues of Showcase, the Metal
Men were given their own title, which was also pro-
duced by the Kanigher/Andru team, but when artist
Andru left to take over the Flash, the comic's direc-
tion began to change. Andru's replacement, Mike
Sekowsky, soon became editor and writer, too, and
introduced a darker element, with a storyline involv-
ing the characters becoming hunted outcasts while
Doc Magnus went into a coma.
With issue #37, the Metal Men effectively dis-
pensed with their "superhero" identities altogether,
much as the Teen Titans and Wonder Woman had.
They met up with wealthy financier Mister Conan
and assumed human identities. Donning synthetic
skin, Gold became jet-set swinger Guy Gideon; Tina
was Tina Piatt, a model; and Lead and Tin became
Ledby Hand and Tinker — a sort of Simon and Gar-
funkel singer/songwriter duo. Iron assumed the
form of builder Jon "Iron" Mann, while Mercury
became the red-haired artist Mercurio, whose wild
appearance and savage temper apparently echoed
Mike Sekowsky's. Sadly, the new direction, which
touched upon the supernatural and involved an
insane Doc Magnus bent on world domination, was
to prove stillborn as the comic was soon canceled
(with issue #41 in 1970).
After a lengthy fallow period, several guest
slots with Batman in The Brave and the Bold and
three reprint issues in 1973 resulted in a second
chance for the team when their series was revived
(with issue #45 in 1976). The human identities had
gone, Doc Magnus was cured of his megalomania-
cal tendencies, Chemo was rampaging again, and
all was right with the world. Over the following
twelve issues, the Metal Men battled Eclipso, the
Plutonium Man, and Dr. Strangeglove. They squab-
bled, fell in love, and died a couple of times. Even
so, the public sadly failed to warm to them and,
astonishingly, in the years since then the group has
largely faded from view, with the exception of a
1993 miniseries, which revealed that Doc Magnus
himself had been a robot all along — a twist that
genuinely no one saw coming. With regular revivals
of almost every obscure vintage DC strip, it has sur-
prised fans and critics alike that this staple of the
Silver Age of comics (1956-1969) has been so
neglected. — DAR
Mefamovpbo
Throughout the 1960s, DC Comics used its Show-
case and The Brave and the Bold titles to introduce
new characters, and as the decade progressed
these heroes became stranger and stranger. Meta-
morpho the Element Man first appeared in The
Brave and the Bold #57, in 1965, from editor Mur-
ray Boltinoff and writer Bob Haney, with art by DCs
sole female artist at that time, Ramona Fradon.
Metamorpho was originally dashing, reckless sol-
dier of fortune (and occasional Grand Prix racer)
Rex Mason, who was besotted with wealthy, blond
heiress Sapphire Stagg. Sadly, Stagg's father,
Simon Stagg, disapproved of their romance and
sent Mason on a deadly quest to an Egyptian pyra-
mid to bring back the famed Orb of Ra. This being
a comic book, the Orb somehow rearranged
Mason's chemical makeup so that he could control
the elements in his body, and he found that he
could do the most extraordinary things. He now
had the strength of marble and a knockout punch
with the power of cobalt. He could transform him-
self into a slide made of calcium, change into gas
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3+j
Metamorpho
TO * R0UIN& mtBOBSYIKAP. i
PLUS A rHOUSANPAND ONE
OTHER FA6ULOU5 FORMS/
The Brave and the Bold #58 © 1965 DC Comics.
COVER ART BY RAMONA FRADON.
or fire, and assume just about any size or shape
you could imagine.
The downside to all this was that Mason was
now incredibly ugly, his whole body being a mass of
hideously pasty and textured skin in a variety of
orange and purple hues. As a result of this, Mason
more or less moved in with the Staggs, as the dis-
gruntled Simon Stagg vainly tried to reverse the Orb's
effects. Curiously for comics, the smitten Sapphire
was still as much in love with Mason as ever. Unfor-
tunately, another resident of the Stagg mansion, the
brutish bodyguard Java (in fact a caveman somehow
revived by Stagg pere on one of his many expedi-
tions), was also in love with Sapphire, resulting in all
manner of plots to dispose of the afflicted Mason.
Following two successful issues of The Brave
and the Bold, Mason — now calling himself Meta-
morpho — graduated to his own comic, which went
on for seventeen issues. A typical Metamorpho
story involved Mason, the Staggs, and Java travel-
ing around the world, from one luxury villa to anoth-
er, and somehow blundering into an inevitable tan-
gle with bizarre wrongdoers. Among this motley
band of villains were the likes of Stingaree, the
Balkan Brothers, Dr. Destiny, Achille le Heel, and
Mason's female counterpart Urania, the Element
Girl. As their names suggest, this was a superhero
strip with its tongue firmly lodged in its cheek and,
despite his macabre appearance, Metamorpho was
usually one of DCs more lighthearted heroes. In
fact, with its settings on the French Riviera, in
Africa, and in America's high society, the strip was
reminiscent of that staple of swinging 1960s cine-
ma, the caper movie.
Much of the feature's appeal derived not just
from Haney's entertaining writing but from Fradon's
charmingly inventive artwork, and when she left
comics to raise a family, the comic suffered a slow
decline, finally going under in 1968. Metamorpho's
savior was to be editor Murray Boltinoff, who had a
tendency to stick the character into whichever
comic he happened to be working on at the time.
This meant that Metamorpho guest starred in
numerous adventures with Batman and Superman,
as well as enjoying short runs as a backup feature
in Action Comics and World's Finest. In the 1980s,
he became something of a superteam specialist,
joining first the Outsiders and then the Justice
League. In one mid-1980s issue of The Outsiders,
Metamorpho and Sapphire finally married, a satisfy-
ing resolution to one of DCs more enduring (and
endearing) courtships. In Justice League Europe he
was stationed in France and was very much the star
of the team, enjoying a series of suitably quirky
adventures and fraught tussles with the locals. This
exposure led to a short-lived series in the 1990s
that misguidedly adopted a darker approach and
failed to engage the fans. — DAR
*&
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Mighty Morphin' Power Rangers
Mighty Morpb'nf
Power Rangers
A group of multicultural high-school students, guid-
ed by their mentor, an interdimensional being
named Zordon, guard the universe against evildoers
and miscreants. Each of the teens — Jason Lee,
Zack Taylor, Billy Cranston, Kimberly Hart, and Trini
Kwan — is given access to "extraordinary powers
drawn from the ancient creatures [known as]
dinosaurs." When they are in danger, they point
their Morphers to the sky and call out the names of
their "dinosaurs": Mastodon! Pterodactyl! Tricer-
atops! Sabertoothed Tiger! Tyrannosaurus! The
teens then morph into "a formidable fighting force
known to one and all as the Power Rangers."
Armed with Power Coins, Power Crystals, Blade
Blasters, colossal fighting machines called Zords
(that connect to form one colossal Megazord), and
the ancient secrets of martial arts, the Mighty Mor-
phin' Power Rangers (MMPR) followed the success
of the Teenage Mutant Ninja Turtles as the next
karate-kicking defenders of the world. As Power
Rangers, they are superstrong, super-fast, and
super-determined. Donning high-tech racecar dri-
ver-like bodysuits and plastic masks and helmets,
they are primary-colored heroes well versed in com-
bat skills. In fact, most fans identified the original
five rangers by their colors: the Red Ranger (Jason),
the Black Ranger (Zach), The Blue Ranger (Billy), the
Pink Ranger (Kim), and the Yellow Ranger (Trini).
Though the Rangers' names and colors have
changed over the years — and their look updated to
a high-tech style featuring space and astronomy
themes — they are still a fun-loving group of teens
sworn to save the earth from destruction.
The Mighty Morphin' Power Rangers were intro-
duced in Japan in 1975 as Secret Task Force Gor-
anger, a children's television show produced by Toei
Company Ltd., one of Japan's largest movie studios.
Haim Saban, founder and former executive produc-
er of Saban Entertainment, encountered a live-
action "Dinosaur Task Force" series in 1992, while
he was traveling in Japan, and decided to repack-
age the show for a U.S. audience as The Mighty
Morphin' Power Rangers. (Toei still holds the rights
to the Power Rangers in Asia and produces the
Japanese version of the heroes.)
Since the Power Rangers premiered on the Fox
network in 1993, they have "built one of the most
passionate groundswells of devotion in the history
of kids' entertainment," said San Francisco Examin-
er writer Peter Stack. The Mighty Morphin' Power
Rangers show ran for three seasons, from 1993 to
1996, in which the Rangers battled the likes of Rita
Repulsa, Goldar, Finster, Squatt and Babo, Scorpina,
Lord Zedd, Ivan Ooze, Rito Revolto, and Mastervile.
Twentieth Century Fox released the Saban
Entertainment-produced Mighty Morphin' Power
Rangers: The Movie in 1995. In this live-action fea-
ture, the super-warriors face off against Ivan Ooze,
a centuries-old evildoer out to destroy Zordon.
Though critics panned the film (despite its $40 mil-
lion worth of special effects), kids loved it, finding
comfort in the familiar. Licensed children's books,
action figures, masks, T-shirts, bed sheets, a comic-
book series from Hamilton Comics, and other mer-
chandise enjoyed healthy sales in the retail mar-
ket — the action figures alone ranking within the top
three boys' character toys on the U.S. market. Until
the arrival of the Power Rangers, it was almost
unheard of for Japanese character merchandise to
dominate the American retail market; at its height,
trade publications reported annual U.S. sales of
Power Rangers merchandise of $100 million.
By 1996, the popularity of the Power Rangers
had waned. But because toy sales were still strong
and the television show was near the top of the rat-
ings list, Saban executives decided to reinvest in
the property in an effort to attract a younger genera-
tion of viewers. A massive licensing and merchan-
dising program was kick-started and the Power
Rangers look was updated. Multiple changes were
TH£ SUPBBHeiZO BOOK
«*fc
Milestone Heroes
The masked cast of The Mighty Morphin' Power Rangers.
made to the TV show's title, which became Power
Rangers Zeo (1996); Power Rangers Turbo (1997);
Power Rangers in Space (1998); and Power
Rangers Lost Galaxy (1999). By the end of the
1990s, the Rangers had a new lease on life, the
Nielson Galaxy Explorer hailing Power Rangers as
the "most popular kids show of the 1990s."
The 2000s saw more name changes to the
series, including Power Rangers Lightspeed Rescue
(2000); Power Rangers Time Force (2001); Power
Rangers Wild Force (2002); Power Rangers Ninja
Storm (2003); and Power Rangers Dino Thunder
(2004). Despite this seeming confusion and the
concerned cries of parents who claimed the
superteam promoted violence through its extensive
portrayals of physical combat, the show has contin-
ued to increase in popularity during the new millen-
nium. — GM
Milestone Heroes
It is common for comics companies to give them-
selves exalted names, but in the case of Milestone
the point was particularly well taken. Debuting in
**
TH£ SUPBBHeiZO BOOK
Milestone Heroes
1993, it was the first comics company established
by African Americans and devoted to superheroes
of color. Seeking strength — and normalcy — in num-
bers, Milestone's founders (writer Dwayne McDuffie,
artist Denys Cowan, business writer Derek Dingle
and, briefly, Michael Davis, future head of Motown
Animation) decided to launch an entire line rather
than a single character, aiming to reflect the range
of real life rather than put one more token "minori-
ty" superbeing on the shelves.
This ambitious scope helped guarantee that
none of Milestone's comics would seem to be a
gimmick, even as the creators' perspective helped
assure a certain uniqueness, presenting ideas and
issues seldom seen in mainstream superhero
comics (and hardly ever handled as credibly as
Milestone did). Milestone had standards of quality,
and a level of freshness and wit, that stood above
much else that was produced during an early to
mid-1990s glut of new (though not often original)
superheroes.
The comics' setting itself is unusual for the
New York-centric norm of superhero stories; Mile-
stone's tales take place in the fictional Midwestern
metropolis of Dakota. Many of Dakota's superbe-
ings appear after a single catastrophic event, in
which a major gang rumble ("The Big Bang") is bro-
ken up by the authorities with a mysterious gas that
kills many and mutates the survivors (and unwitting
bystanders) into superheroes and villains. (Mile-
stone's comics were notable for uncommon touch-
es of realism, and even this fantastic event was
eerily restaged by Vladimir Putin at a Moscow the-
ater in 2002, with much less glamorous results.)
The best known of these "Bang Babies" was
Static (featured in a comic of the same name from
1993 to 1997), a teen who acquires electromagnet-
ic powers and has since starred in the popular Kids
WB! network cartoon Static Shock. Static's book
was emblematic of Milestone's realism: a bullied
schoolkid, Static's alter-ego Virgil Hawkins can't do
much more about it after gaining his powers than
he could before, for fear of revealing his superhero
Blood Syndicate #17 © 1994 DC Comics/Milestone
Media.
COVER ART BY CRISSCROSS.
identity; his tendency to run off when duty calls
costs him even the most menial of occupations (it
seems that only white Daily Planet reporters get
better job security); the outcast kid has to deal with
his own homophobia when a friend comes out; and
after Static recognizes a dealer in a drug bust as
another close classmate's boyfriend, he lets him
go. (Moral shadings were commonplace for "The
Dakota universe," in this book and no less in The
Blood Syndicate [1993-1996], about a team of
super-thugs who form a kind of underground United
Nations from the fragments of their former gang
factions, with no one but each other to turn to.)
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Miracleman
Not all Milestone's heroes were "Bang Babies,"
though. Hardware (starring in his own book from
1993 to 1997) was a high-tech armored warrior
whose alter ego, Curtis Metcalf, rebels against the
white corporate mentor who won't give the brilliant
black inventor credit for his creations. The CEO
turns out to be running a criminal enterprise as well
as an unethical business, and over the course of
the series Hardware finds a way between his legiti-
mate indignation and his self-sabotaging rage.
Icon (starring in his own book from 1993 to
1997) was the modern superhero name of an alien
whose ship crashed in the American South in 1839;
seeking to blend in, he takes on the appearance of
the earthlings he sees, who unfortunately happen
to be African-American slaves. Blessed (or cursed)
with a superhuman lifespan among other strange
powers, the alien has assumed the identity of a
wealthy conservative lawyer in Dakota by the
1990s, and is convinced to use his powers for jus-
tice by an idealistic teen who becomes his sidekick,
Rocket. The book intriguingly examined the spec-
trum of black ideology (from the assimilated-in-
more-ways-than-one Icon to the rebellious Rocket,
who becomes comics' first unwed teen mom super-
hero). There is also a poignant undercurrent of
pride in Icon's selection of a black identity regard-
less of the consequences.
As Milestone enjoyed an initial flush of suc-
cess, the line expanded in 1994, with Shadow Cabi-
net (a creepy secret society of superheroes that
resonates with post-September 11 questions of
civil rights versus national security), Xombi (a weird
and irreverent series about a slain Asian-American
scientist reanimated by his own experimental nano-
machines), and Kobalt(a somewhat satiric white
superhero series).
In its heyday, Milestone introduced some of
comics' most successful and interesting new artists
(including Humberto Ramos and John Paul Leon),
counted famous fans from Clarence Thomas to Chuck
D, and published over 200 comics in four years. The
company ran several issues without Comics Code
approval, pushing the envelope of edgy subject matter
in a way that Milestone's establishment distribution
partner, DC Comics, honored by carrying every book
(and probably growing in the process).
Sadly, a contracting market took Milestone with
it, and the company's comic-book production
ceased by mid-1997. However, the broader Mile-
stone Media operation soldiers on, and hasn't run
out of victories: There has been the Static Shock
cartoon (2000-present), a 2001 comic miniseries
(again published by Milestone and distributed by
DC) to tie in to in, and another interesting Static
Shock story (dealing with prejudice against Arab
Americans) in volume 2 of the industrywide benefit
compilation 9-11 (DC Comics, 2002). Milestone
Media has put out children's books on African-Amer-
ican history makers, and at least one scholarly trea-
tise has been published on the company's comics
{Black Superheroes, Milestone Comics, and Their
Fans by Jeffrey A. Brown). It may still be a long time
before this milestone fades from view. — AMC
Miracleman
Newspaper reporter Mike Moran dreams of flying
children and of exploding spaceships. When he is
caught in a hostage situation in real life, Moran
sees the backward reflection of the word "atomic,"
and it triggers something in his brain. Whispering
the word "Kimota," Moran is transformed into Mira-
cleman, a superstrong, nearly indestructible being.
With the return of his long-forgotten alter ego,
Moran begins to unravel the memories and secrets
of his past, including the fate of Kid Miracleman
and Young Miracleman, his sidekicks in the 1950s,
who have similarly disappeared in the years since.
But one of them is now a malicious tycoon with no
conscience or scruples, and he'll stop at nothing —
even the destruction of London — to stay on top of
the world. And even as Moran explores his past,
and fathers a very special daughter, his real life is
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Miracleman
unraveling around him, and the scientist responsi-
ble for his creation has other plans.
In the post-World War II economy in England,
the comics business was booming. Publisher Len
Miller was doing well reprinting the adventures of
American hero Captain Marvel, until 1954, when
Fawcett Publications settled with DC Comics and
agreed to stop publishing the adventures of the
Shazaml-shouting hero. Suddenly left without a
main character, Miller instructed comics
writer/artist Mick Anglo to create a knock-off of
Captain Marvel. Anglo and his studio created Mar-
velman, whose magic word was "Kimota!" He was
accompanied on many of his adventures by Kid Mar-
velman and Young Marvelman, and often faced the
evil genius Emil Gargunza, aliens, and strange
thugs. Marvelman became the first true British
superhero, and his popularity soared for nine years.
But the business changed, and in 1963, the last
Marvelman adventure was published.
In 1981, ex-Marvel U.K. editor Dez Skinn was
striking out on his own to create a new anthology of
creator-owned comics, and he planned to bring Mar-
velman back. Impressed by a proposal by new writer
Alan Moore, Skinn commissioned the first new Mar-
velman story for Warrior #1 (March 1982). Moore's
story, combined with detailed art by Garry Leach,
blew readers' minds. Moore took the 1950s concept
and brought it into the 1980s, posing the question,
"What effect would a real superpowered character
have on our world?" As Marvelman continued, Alan
Davis took over as artist, and the strip became War-
rior's most popular feature. But creator and financial
problems behind the scenes — as well as a threaten-
ing letter from Marvel Comics when Skinn published
a Marvelman Special (1984) — led not only to the end
of Marvelman in Warrior, but the eventual closing of
the magazine itself. Marvelman had won British
comics' Eagle Awards, and attracted attention in the
United States, but it was now out of a home.
Skinn approached U.S. publishers about pick-
ing up the Warrior properties, but both DC and Mar-
Miracleman #1 © 1985 Eclipse Comics.
COVER ART BY GARRY LEACH.
vel declined Marvelman. Pacific Comics eventually
agreed to publish the series, but went bankrupt
before it could appear. Pacific's assets were
bought by Eclipse Comics, and Marvelman finally
had a publisher again. After a controversial name
change to avoid litigation from Marvel Comics, the
new Miracleman #1 debuted in August 1985. The
series was an immediate critical and sales hit.
Issues #l-#6 featured reprints of the Warrior
material, but new material — drawn by artist Chuck
Beckum (now known as Chuck Austen) — also
began appearing in issue #6 (February 1986). As
the publishing schedule began to fluctuate, artists
Rick Veitch and John Totleben finished the stories
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Hr
Miss Fury
for Moore's run on the series, concluding with Mira-
cleman #16 (December 1989).
Moore's stories were universally praised, and
are often cited as the inspiration for such later
series as Watchmen (also by Moore), Marvels, and
DCs Kingdom Come. Despite the acclaim, two Mira-
cleman issues raised retailer concern in the United
States. Issue #9 (July 1986) featured explicit
scenes of childbirth, resulting in some retailers
refusing to carry the book, or placing it in their adult
section. The violence of Miracleman #15 (Novem-
ber 1988) — in which Kid Miracleman causes the
destruction of half of London and the deaths of
more than 10,000 people — was not nearly as boy-
cotted, but comics historians do note it as one of
the most violent mainstream comics published to
that date. As he left the series, Moore gave his suc-
cessor a storytelling challenge: Miracleman had
now reshaped planet Earth into a Utopia, presiding
over it as a benevolent supergod.
Hand-picked by Moore, writer Neil Gaiman took
to the challenge with relish. He planned three story
arcs called "The Golden Age," "The Silver Age," and
"The Dark Age." Gaiman's scripts were interpreted
by artist Mark Buckingham, who used a different art
style for every story. Issues #17-#22 (June
1990-August 1991) comprised "The Golden Age,"
telling stories of the people in the new Utopia, and
how they viewed or interacted with Miracleman. Two
more Miracleman issues were published, and
another completed, but #24 (August 1993) was
destined to be the final Miracleman from Eclipse;
the company closed shop shortly thereafter. In addi-
tion to the two dozen Miracleman issues, Eclipse
had released five trade paperback collections; the
miniseries Miracleman; Apocrypha (which featured
out-of-continuity stories by outside writers and
artists, 1991-1992); The Miracleman Family (fea-
turing reprints of 1950s Anglo material and
released in 1988); and the stand-alone Miracleman
3-D. Miracleman also appeared as a character in
the crossover miniseries Total Eclipse
(1988-1989).
In April 1996, Image Comics co-creator Todd
McFarlane bought Eclipse's assets, planning to bring
back several of the properties, including Miracleman.
Unfortunately, the ownership of the rights to the char-
acter is in question, with Gaiman and Buckingham
owning a portion, and the once Eclipse-owned rights
on shaky ground, keeping future Miracleman comic-
book material in doubt. Despite this, McFarlane fea-
tured Mike Moran in cameo scenes in Hellspawn
#6-#7 (February-April 2001), and released limited-
edition artwork of Miracleman, as well as Miracleman
statues. Whether Miracleman will ever shout "Kimo-
ta!" again in comics, or whether the excellent and
much-sought-after material by Moore, Gaiman, and
their artistic cohorts will ever appear in print again, is
an answer only the future holds. — AM
Miss Fuvy
Several superheroes started life in comic books
before going on to be adapted for newspapers.
These include heroes that are household names
today: Superman, Spider-Man, and Batman. Unusu-
ally, Miss Fury's creation was the other way around.
Her first newspaper appearance was in April 1941,
and she is considered the first major costumed
superheroine in comics history, beating the likes of
Wonder Woman, the Black Cat, and many others
into print. Her creator, Tarpe Mills, was a pioneer
herself, being almost certainly the first woman to
work on a superhero strip and certainly the first to
create one. She was involved in some of the very
earliest comic-book series in the late 1930s, work-
ing on the likes of The Ivy Menace, Drama of Holly-
wood, and The Purple Zombie for titles such as
Centaur's Amazing Mystery Funnies and Star
Comics. Mills was born June Mills but adopted the
more ambiguous forename Tarpe so that her pre-
dominantly male readership would not realize that
their favorite strips were drawn by a woman.
Like Mills, Miss Fury had an alter ego; in civil-
ian life she was (in best Bruce Wayne fashion)
4*6
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Modern Age of Superheroes (1980-Present)
wealthy socialite Maria Drake, who makes a fateful
decision when on her way to a costumed ball: Dis-
covering that someone else is going to the ball
wearing the same costume as hers, she desperate-
ly hunts for a suitable replacement and settles
upon an African ceremonial costume made out of a
panther skin that had been used in magic rituals.
The figure-hugging, all-black outfit, with ears, claws,
and a tail, was certainly one of the most striking to
be seen in the early days of comics. Right from the
start, it brings our heroine adventure and peril. With
athletic prowess, keen detective skills, and a super-
costume bar none, Miss Fury is equipped to take on
America's hoodlums and crooks.
In her first few months of publication, the
superheroine met the dashing detective Dan Carey
and the seductive spy Erica von Kampf as well as
assorted criminals, con men, and damsels in dis-
tress. At the outset of World War II many of Miss
Fury's adventures were set in Brazil, where she
fought the bald, monocled General Bruno — the very
personification of a Teutonic villain — and his Nazi
battalions, hidden in a hollow mountain. Another
frequent nemesis was the glamorous Era, with her
guerrilla fighters, and the ever-present von Kampf
could always be relied upon to pop up with an evil
scheme or two. But Miss Fury was every bit the
femme fatale herself, and had a string of allies
including Gary Hale, Fingers Martin, Albino Joe, and
her admirer from afar, Detective Cary.
Mills may not have been as polished as some
of her contemporaries but she was nonetheless a
fine storyteller, and her never-ending cliff-hangers
(in many ways, the strip was one long narrative)
moved along at a frantic pace. Mills appreciated
glamor, and the feature was characterized by its
succession of beautiful women in elaborate, fash-
ionable, and often risque clothing. She was some-
thing of a glamour girl herself, posing seductively
for press releases, complete with her ever-present
white cat, and she closely resembled the star of her
strip, Maria Drake. With its bold linework and
action-filled plots, the Miss Fury series was a natur-
al for the burgeoning comic-book industry, and Time-
ly Comics (better known now as Marvel Comics)
released eight issues of Miss Fury reprints between
1943 and 1946, with pinups and cutout dolls
thrown in for good measure.
Miss Fury ran for a very respectable ten years,
outlasting most of its superhero rivals but also
courting controversy. In the strip's later years, Maria
Drake adopted a child rescued from the clutches of
the evil Doctor Diman, little knowing that he was the
son of her weak-willed ex-fiance, Hale, and her arch-
nemesis von Kampf. Just as daring was one 1947
exotic costume that was so revealing (by the stan-
dards of the day) that thirty-seven newspapers
promptly canceled the strip. At the height of its pop-
ularity, the feature was printed in hundreds of news-
papers across the United States as well as in
Europe, South America, and even Australia, but in
1952, like many other adventure strips, it was final-
ly laid to rest. The taste in newspapers was increas-
ingly leaning toward sophisticated soap-opera strips
and humor features, and Mills retired from comics.
In recent years, Miss Fury has been introduced
to curious newcomers through further reprints,
including a 1979 book collection from Archival
Press and a short-lived series from Adventure
Comics in 1991. —DAR
Modern Age
of Superheroes
0980'PresenQ
By the advent of comics' Modern Age (1980-pre-
sent), American society in the real world had
responded to escalating crime, violence, and ethical
deterioration with cynicism, and could no longer
relate to the traditional, altruistic do-gooder. "Super-
heroes needed a reason to be superheroes," stated
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3*9
Modern Age of Superheroes (1980-Present)
television screenwriter James Grant Goldin in the
2003 History Channel documentary Comic Book
Superheroes: Unmasked, when referring to post-
1980 costumed crime fighters. And thus was born
the "new" superhero, motivated into action by stim-
uli other than "saving the day."
NBW PI2ZCTI0NS ANP WB
PIZeCTMAZKBT
As the writer/artist of Marvel Comics' Daredev-
il during the early 1980s, Frank Miller transformed
what was once a second-banana comic book into a
compelling study of one man's struggle against a
vast and seemingly unstoppable network of crime.
In late 1980, Miller introduced Elektra as Daredev-
il's former lover turned assassin-for-hire. Like many
comic-book characters, Elektra had survived the
murder of a parent, but instead of focusing her
emotions into benevolence, she mastered martial
arts and sold her services as a professional killer.
While her marks usually represented the scum of
the earth, Elektra executed them efficiently, without
compunction — and readers applauded her blunt-
ness. Elektra joined the Punisher and Wolverine,
both of which were introduced in 1974, as Marvel's
anti-heroes. Yet in the early Modern Age their brutal
methods were toned down due to the censorship of
the industry's watchdog board, the Comics Code
Authority (CCA).
The art form of superhero comic books matured
through its Golden (1938-1954), Silver
(1956-1969), and Bronze (1970-1979) Ages, but its
presentation remained essentially the same: a 64- or
32-page periodical published on inexpensive
newsprint paper. That format began a metamorpho-
sis in 1981. Comics venues were dwindling, as news-
stands, drug stores, and other outlets stopped sell-
ing them due to their low profit margin. Specialty
shops — described in Comic Book Superheroes:
Unmasked as "private clubs catering to a hardcore
base of comic-book fans" — began carrying new titles,
offering comic-book publishers a fresh lease on life.
This "direct sales" market, where retailers
ordered a finite number of copies of each series,
offered three benefits: it helped the industry distrib-
ute its product straight to the consumer, it eliminat-
ed the return of unsold copies, and it sidestepped
the approval of the CCA. DC Comics was the first
major publisher to explore the direct market with
"direct only" one-shots including Madame Xanadu
(1981). DC experimented with offset printing, which
offered richer, more vibrant colors on a brighter
paper stock. Graphic novels — epic stories in one
longer, and sometimes larger, package — were intro-
duced to help the medium nurture storylines too
complex for monthly serialized periodicals.
CZZATOZ-OWNBl?
COMICBOOKS
"Independent" publishers that catered to the
direct market entered the business. San Diego, Cali-
fornia-based Pacific Comics opened shop in Decem-
ber 1981 with Captain Victory and the Galactic
Rangers #1, written and illustrated by the legendary
Jack "King" Kirby (co-creator of Captain America, the
Fantastic Four, the Hulk, and countless other super-
heroes), the first "creator-owned" comic book, allow-
ing Kirby to retain copyright of the characters.
Despite this distinction, the majority of Pacific's sub-
sequent content shied away from superheroes,
favoring horror and science fiction instead.
Creator ownership, the absence of Comics
Code restrictions, and upscale printing created an
alluring scent that attracted visionary and reac-
tionary comic-book writers and artists to deeply
invest themselves into their work. More indepen-
dents arose — like Capital Comics, Eclipse Comics,
Comico the Comic Company, First Comics, and Dark
Horse Comics — and creator-driven, cutting-edge
superheroes premiered from these houses, includ-
ing Mike Baron and Steve Rude's Nexus, Matt Wag-
ner's Grendel and Mage, Bill Willingham's Elemen-
tal, Mark Evanier and Dan Spiegle's Crossfire,
Evanier and Will Meugniot's DNAgents, Dave
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Modern Age of Superheroes (1980-Present)
Stevens' Rocketeer (in the Pacific [Comics] Pre-
sents anthology), Neal Adams' Ms. Mystic, John
Ostrander and Tim Truman's Grimjack, Mark Verhei-
den and Chris Warner's The American, and Mike
Grell's Jon Sable, Freelance. Many of these new
superheroes scoffed at historic mores and pushed
the medium into grittier, sexier, and more thought-
provoking terrain.
Howard Chaykin's American Flagg!
(1983-1989), published by First, illustrates this
superheroic shift. Set in the near future, where
mega-corporations and the United States govern-
ment have escaped Earth's civil and moral collapse
by relocating to Mars, American Flagg! starred a
washed-up actor named Reuben Flagg, who trades
on his media image to gain employment as a secu-
rity agent. Fans related to the storyline, having
recently witnessed the election of U.S. president
Ronald Reagan, who parlayed his former movie and
television career into a public persona that
appealed to a disgruntled, post-Carter America.
Flagg's ego-driven motivation was only one pioneer-
ing element of this series: Its language and sexual
content skirted R-rated territory in a marketplace
traditionally accustomed to Disney-esque values,
making American Flagg! unusually controversial.
Chaykin's American Flagg! stands firm as a bench-
mark of the new superhero.
WHZZZ HAVE AU TH£ GOOP
GUYS GONE?
By the mid-1980s, the Comics Code became
more relaxed, and Marvel published Wolverine and
The Punisher titles, and examined racial prejudice
in X-Men. DC revamped its old-guard superhero line
in its continuity-altering twelve-issue series Crisis
on Infinite Earths (1985-1986), which included the
deaths of two major characters, Supergirl and the
Flash. Readers discovered in the pages of The New
Teen Titans that team member Speedy had a child
out of wedlock, and over at Marvel, author Bill Mant-
lo pinpointed child abuse as the root of the Incredi-
ble Hulk's uncontrollable anger (a theme appropriat-
ed in director Ang Lee's 2003 blockbuster film, The
Hulk). Frank Miller returned to superheroes with
Batman: The Dark Knight Returns (1986), in which
a surly Batman takes up arms to save Gotham City
from rampant crime. These were not your father's
superheroes: No longer men in capes who flew
around saving the day, the superhero had become a
reflection of the world around him: dark, deter-
mined, and no-nonsense.
Superhero subject matter could no longer be
neatly resolved in one 22-page story. Nowhere is
this better evidenced than in DCs Watchmen
(1986-1987), a densely plotted and rendered
twelve-issue series by writer Alan Moore and artist
Dave Gibbons, two of a contingent of British cre-
ators who entered American comics in the 1980s.
Watchmen portrays the personal struggles of a dis-
cordant superteam and their foibles — which include
sexual impotence and strategic genocide — and
stripped superheroes of any innocence they may
have still held in the eyes of a comic-buying public.
Superhero titles like Watchmen and Dark
Knight created a more literary climate in the comics
business. Writer Neil Gaiman, another Brit, entered
the field in the late 1980s and rose to acclaim with
his award-winning DC title The Sandman
(1989-1996), featuring the dream lord Morpheus.
While the events of Sandman transpired within the
so-called DC universe, uniformed superheroes
(beyond robed deities) were absent: "I don't know
any people who wear costumes," Gaiman remarked
in 2003 on Comic Book Superheroes: Unmasked.
The lyrical Sandman series fascinated a cult audi-
ence, and issue #19 of the series was the first —
and only— comic book to ever win the World Fantasy
Award for "Best Short Story." Gaiman's series was
the cornerstone of DCs imprint, Vertigo, which has
featured avant-garde anti-heroes like Hellblazer and
Preacher. Pioneering protagonists like James
O'Barr's disturbing Crow, who rose from the dead to
become a crime fighter, and Concrete, an Earthman
whose brain was grafted into a rock-hard alien body,
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Modern Age of Superheroes (1980-Present)
surfaced from independent companies and contin-
ued the reinvention of the superhero. At this point it
was clear that there were no "rules" to be followed,
no set of criteria that determined whether a charac-
ter really was or was not a hero.
THE GIMMICK AG£
By the early 1990s, comic-book sales were
shrinking. Literary kudos aside, comics did not
appeal to most kids, who by this time were distract-
ed by a cornucopia of entertainment options. Addi-
tionally, the era of the provocative superhero had
created a level of sophistication beyond the interest
of most children — hyperactive computer games and
violent movies offered more eye candy.
Comics received a temporary financial booster
shot from a speculation frenzy, predicated upon the
revelation that rare Golden Age comic books were,
in the 1990s, commanding prices of thousands of
dollars. There's money in collecting comic books,
the thinking went, and kids of all ages poured into
comics shops buying and hoarding comics. Variant
covers and cover enhancements lured consumers
into buying multiples of the same book, and sales
of special issues climbed into the millions, making
some royalty-earning or rights-holding artists deliri-
ously wealthy. Heavily armed counterterrorists, dis-
enfranchised street fighters, and demonic entities
became the norm in the world of superheroes.
"Events" shook up the status quo for longtime
superheroes, like the (temporary) death of Super-
man in 1992.
During this period of explosive growth, super-
hero universes sprouted from a variety of compa-
nies: Dark Horse revealed its "Comics' Greatest
World," with Barb Wire, X, The Machine, and Ghost;
Malibu Comics' "Ultraverse" introduced Prime, Pro-
totype, and Hardcase; and Valiant (later Acclaim)
Comics published Solar, Rai, Magnus Robot Fighter,
and Bloodshot. The major newsmaker of the era
was Image Comics, founded when Marvel's best-
selling artists (including Todd McFarlane, Jim Lee,
and Rob Liefeld) left the company to create their
own company and publish their own material
(Spawn, WildC.A.T.S, and Youngblood). Two other
hot Marvel artists soon defected to Image, the
results being Erik Larsen's The Savage Dragon and
While Portacio's Wetworks.
Speculators finally got wise and defected from
the fold in the mid-1990s, causing an abrupt col-
lapse that so depressed the marketplace, Marvel
Comics filed for bankruptcy in 1996. Comic books
are dead, the skeptics cried.
MULTIMZPIA SLtPZRHBZOZS
But superheroes lived. Beginning with director
Tim Burton's blockbuster movie Batman (1989),
superheroes have maintained constant visibility in
film, on television, in video games, on apparel, as
toys, and on Internet sites. To the public at large,
the concept of the superhero is universally known,
but its source material, the comics, are not. The
line dividing the "action hero" — the imperfect but
determined non-costumed protagonist of movies
and games — and the superhero has blurred, though
the latter name is not usually applied to some of its
most obvious heirs. Due to their larger-than-life
acrobatics and cultural symbolism, action heroes
like Lara Croft, the Terminator, Charlie's Angels (of
the movies), and even the alien-busting Men in
Black could clearly be called superheroes, although
none of these characters adhere to conventional
superhero trappings likes masks, costumes, or
secret identities.
This media awareness has hindered and
helped superhero comic books. Negatively, super-
heroes in mass media feed the entertainment
options that have lured consumers away from
comics reading. Positively, the income generated by
the licensing of comics characters has allowed the
comic-book business to stay alive; Marvel paid off
its creditors and emerged from bankruptcy after
reaping huge profits from the blockbuster film Spi-
der-Man (2002).
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Moon Knight
In the 2000s, the audience for superhero
comic books is small but remarkably loyal. Sales of
collected editions have been encouragingly healthy,
however, with the public's familiarity with super-
heroes helping sell trade paperbacks to the book-
store market. The path of Future Comics, a 2002
startup company, typifies this: After a difficult first
year of trying to find an audience for its comics
Freemind, Deathmask, and Metallix, in 2003 Future
abandoned the production of monthly titles and
moved exclusively to releasing trade paperbacks
and pursuing movie development.
The look, shape, and content of comic books will
undoubtedly continue to evolve in the years to come,
to match the changing tastes of consumers. But,
given its mass-media popularity, regardless of the
naysayers, the superhero — and, no doubt, the super-
hero comic book — will continue to endure. — ME
Moon Knight
Ever since the creation of Batman in 1939, that
character has been a constant source of inspiration
both for DC Comics and its competitors. Marvel
Comics' most transparent Batman clone was Moon
Knight, who built up a sizeable cult following of his
own, despite his obvious debt to the Caped Crusad-
er. Moon Knight's first appearances came in two
issues of Werewolf by Knight (#32 and #33) in late
1975, by writer Doug Moench and artist Don Perlin.
Within a year, reader reaction was so strong that
the character fought the Werewolf once more and
starred in his own solo strip in Marvel Spotlight #28
and #29.
In his civilian life, Moon Knight was three people
— or, more accurately, three separate personalities/
personas of one rather schizophrenic man. Initially,
there was just one man, Marc Spector, an academ-
ic's son who rejected his father's restrictive way of
life and followed his own, more reckless path, first
with the CIA and then as a mercenary under the
vicious, tattooed Ronald Bushman. During one mis-
sion, Spector stumbles upon Bushman looting an
archaeological dig in Sudan and about to kill the
daughter of his recent victim, the dig's leader, Dr.
Alraune. Spector saves the daughter, Marlene, but
seemingly at the cost of his own life. However, local
followers of the Egyptian moon god Khonshu drag
his lifeless body to a nearby temple, and there he is
miraculously resurrected. Back in the United
States, with new love Marlene and old mercenary
pal John Paul Duchamp ("Frenchie") in tow, Spector
vows to turn his back on his past misdeeds and
begin his life anew as a force for good.
Spurred on by either schizophrenia or bril-
liance, Spector adopted two new personalities to
aid him in his new calling: Steven Grant (millionaire
philanthropist) and Jake Lockley (a rough-edged cab
driver, always on the lookout for tips from his under-
world informer, Crawley). As Moon Knight, Spec-
tor/Grant/Lockley donned a white, caped, hooded
costume (almost an inverse of Batman's black
getup) and scoured the night sky from his moon-
copter, piloted by Frenchie. The many similarities to
Batman are unmistakable: the same creature-of-
the-night ploy, millionaire playboy alter ego, loyal ser-
vant, helicopter, mansion, and driven personality. In
addition, longtime artist Bill Sienkiewicz was an
obvious follower of legendary Batman artist Neal
Adams. However, Sienkiewicz (who came aboard for
Moon Knight's first, extended solo series as a back-
up in Hulk magazine from 1978 to 1980) was also
the strip's saving grace, as he pushed and trans-
formed his initially derivative — if attractive — artistry
into one of the medium's most incendiary talents.
After the Hulk series and a solo outing in Mar-
vel Premiere, Moon Knight was finally awarded his
own title in late 1980 (aptly called Moon Knight),
which Moench and Sienkiewicz gradually built into a
fan favorite. Within a couple of years, Sienkiewicz
had taken elements from a wide range of sources,
including illustrators Bob Peake and Bernie Fuchs
and cartoonist Ralph Steadman, to make his work
on the comic the most daring and innovative on the
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Ms. Marvel
stands. The comic featured regular villains such as
the Werewolf, Bushman, and the Midnight Man, but
it was the literate tone and experimental art that
readers loved. However, while the title was a critical
success, it was never an enormous hit with the
wider readership and, with issue #15 in 1981, it
was one of the first comics to be distributed solely
to specialty shops, a bold move that would later be
adopted across the comics industry.
Sienkiewicz left the comic with issue #30 and
it was canceled eight issues later, but over the fol-
lowing two decades the title was revived four times
by a variety of creators. The longest-lasting of
these — Marc Spector, Moon Knight— ran for sixty
issues and featured guest appearances from Mar-
vel's edgier heroes, such as the Punisher and Ghost
Rider, whose hard-hitting strips the new comic was
trying to emulate (right down to a bullet-proof Kevlar
costume). Moon Knight was also an occasional
member of the Defenders and of both East and
West Coast branches of the Avengers, but he has
always made more sense on his own.
Following success in the early 1980s, Moon
Knight's creative team has gone on to further great
achievement — Sienkiewicz with The New Mutants
and Elektra: Assassin among many others and
Moench (ironically) with numerous Batman titles.
Moon Knight himself last appeared in a 1999
miniseries, his best days long behind him. However,
he will no doubt enjoy occasional forays into the
Marvel universe in the future. — DAR
Ms. /WatveT
For a long time, Marvel Comics has been ever-vigi-
lant in its quest to preserve ownership of charac-
ters and names. This has led to a host of female
counterparts to male stars, such as Spider-Woman
and She-Hulk, and a plethora of heroes with the
word "Marvel" in their names. Having secured copy-
right on the names Captain Marvel (some three
Ms. Marvel #1 © 1977 Marvel Comics.
COVER ART BY JOHN ROMITA.
decades after the Fawcett star first hit the stands),
Marvel Boy, and Marvel Girl, it was Ms. Marvel's
turn at stardom. The job of fleshing out the new
character's identity fell to writer/editor Gerry Con-
way. In the first issue's editorial (Ms. Marvel #1,
January 1977), Conway fell over himself to stress
his feminist credentials and practically apologized
for not being female but, rhetoric aside, this liberat-
ed heroine was cast very much in the typical,
action-packed Marvel mold.
Ms. Marvel was Carol Danvers (also Supergirl's
last name, by the way), previously seen as a NASA
security chief in the early days of the 1960s Cap-
tain Marvel strip, but now branching out into maga-
#»
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Multiculturalism
zine editing, as the Gloria Steinem of the Marvel
universe. Unbeknownst to her, during a heated bat-
tle years earlier while she was caught in an explo-
sion next to Captain Marvel, some of his alien
genetic structure had melded with hers, creating a
Kree/human hybrid. This manifested itself in black-
outs during which she donned a more revealing,
navel-baring version of the Captain's duds and flew
off to batter ne'er-do-wells. In time, her two person-
alities merged and she acquired a family, a new
writer (the X-Men's Chris Claremont), a (navel-cover-
ing) costume revamp, and her own villains. The lat-
ter included future X-Men villain Mystique (in issue
#16), Deathbird, Steeplejack, and Hecate. Later
developments included a guest appearance by Cap-
tain Marvel in issue #19 and a zippy new black cos-
tume in the following issue. However, by its twenty-
third issue, the comic was dead; the unpublished
issue #24 would have debuted another future X-
Men regular, Rogue.
Despite (or because of) the comic's cancella-
tion, Ms. Marvel immediately resurfaced in The
Avengers (from #181) and experienced the first of
many traumatic events, when she suddenly became
pregnant by an interdimensional admirer called Mar-
cus (son of occasional Avengers foe Immortus).
Within a week, she gave birth to an infant Marcus; it
turned out to be a confusing plan to allow him to
escape his otherworldly imprisonment, as he
instantaneously grew to maturity and the two went
off into the sunset, hand in hand. Except, of course,
it was all an evil mind-control plot, and an embit-
tered Carol Danvers reappeared a year later, only to
be zapped by Rogue, who stole her powers and
mind. The X-Men's Professor X restored some of her
consciousness but, after convalescing with the
team for a while, she was captured by evil aliens,
the Brood, who experimented on her, ultimately
unleashing her full, Kree-engineered cosmic power.
Confused? You will be....
Now calling herself Binary (in X-Men #164,
1982) and drawing almost limitless power from a
"white hole," she punched Rogue into orbit and,
overcome with remorse, hooked up with a bunch of
intergalactic pirates called the Star Jammers, leav-
ing the known universe for the rest of the 1980s.
On eventually returning to Earth, she rejoined the
Avengers, put on her earlier costume, and started
calling herself Warbird for no obvious reason. As a
reasonably settled member of the Avengers, the
future should have been secure for Danvers but, as
her powers inexplicably began to wane, she turned
to the bottle and was eventually court-martialed out
of the team for reckless behavior. Post-millennial
developments included a move to Seattle, where
the soused superheroine hit rock-bottom and joined
Alcoholics Anonymous. This led ultimately to a
recall (her third) to the Avengers, where she looks
set to stay for the duration. — DAR
MuWcvHvvaffsm
During comics' Golden Age (1938-1954), the
nascent medium of superhero comic books was
overrun with cultural stereotypes, a manifestation
of societal prejudices widely, and sometimes inno-
cently, held at the time. Captain Aero's "little Chi-
nese pal," Chop Suey; the Lone Ranger's "faithful
Indian companion," Tonto; and Mandrake the Magi-
cian's obedient African aide, Lothar, were among the
characters that marginalized the value of minorities.
THB PAYS OF *KZAUTS»
ANP "JAPS"
To be fair, there was no bigoted Star Chamber
orchestrating these characterizations. Comic books,
like movies, novels, and radio, simply reflected Amer-
ica's perception of non-whites as second-class citi-
zens — and minorities were in no position to argue at
the time. Interestingly, Germans — other than Adolf
Hitler, a short, comical-looking man ripe for carica-
ture — were rarely stereotyped physically, given their
physiological similarities to Anglo Americans. Yet
they spoke with thick accents and were referred to
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*3S
Multiculturalism
by the derogatory term "Krauts." However, the Japan-
ese — "Japs" — were rendered with fangs or with
buck teeth, colored with yellow skin, and sometimes
represented with pointed ears. An offensive stereo-
type by contemporary standards, granted, but to the
U.S. mindset in the early 1940s, these were the
devils that bombed Pearl Harbor, so they "got what
they deserved" with these depictions.
And they "got what they deserved" from the
superheroes. Comics covers routinely showed their
stars attacking Japanese (and Germans, and on a
few occasions, Italians), but perhaps no cover was
more graphic in its anti-Japanese sentiment than
Timely (Marvel) Comics' The Human Torch #12
(1943), presenting the flaming hero burning off the
arm of a fanged Japanese torturer. Take that, you rat!
The Torch's acrimonious foe-turned-ally, Namorthe
Sub-Mariner, was comics' first mixed-race superhero,
the offspring of a land dweller and a water breather. His
multicultural heritage was often referenced in passing
but never fully explored during the Golden Age. Some
comics historians have theorized that Namor's patent-
ed anger stems from his crossbreeding— he never felt
truly accepted by either of his races, leading him to
take out his frustrations on others.
"Oriental" menaces, representing the "Yellow
Peril" fear of world conquest, were a 1930s staple
of the "pulp" magazines, with characters like Shiwan
Khan from The Shadow and author Sax Rohmer's Fu
Manchu inspiring comic-book villains like the Claw.
First seen in Lev Gleason's Silver Streak Comics #1
(1939), the Claw was a sharp-toothed, insidious
monster, with pointy ears, razor-sharp fingernails,
fiery breath, and the ability to grow to humongous
proportions. World War II only worsened the Asian
stereotype. Kato, the Japanese houseboy and high-
kicking companion to the Green Hornet, became a
Filipino after the Pearl Harbor bombing.
On the rare occasions they appeared in print,
African Americans were shown as manservants or
comic-relief sidekicks. Mexicans were filthy bandits,
as Zorro and other Western heroes were constantly
reminded. Native Americans grunted in broken Eng-
lish, as did Chief Skullface, nemesis of the Golden
Age hero Black Owl, who routinely threatened to
"scalpum" his feathered foe.
ZABLY MULTTCULTUBALISM
Yet favorable multicultural depictions did occur
during the Golden Age, most notably in Blackhawk.
Premiering in Quality's Military Comics #1 (1941),
the Blackhawks were a squad of international fight-
er pilots, crusading for the Allied forces but pledg-
ing allegiance to no single country — although their
number included a buck-toothed and portly cook,
Chop Chop. Chinese typecasting was nowhere to be
seen, though, in "Carnival of Fiends," the Torch tale
in All Winners Comics #1 (1941): Chinese are
referred to as Chinese Americans, and they rally
behind the Allied war effort.
After World War II and into the 1950s, super-
heroes evoked a more unified world viewpoint.
Tonto received his own comic book from Dell
(1951-1959), which appeared on the stands with
Magazine Enterprises' Straight Arrow (1950-1956),
starring a Native American protagonist who fought
rustlers and white thieves. Superman and Batman
joined England's Knight and Squire, France's Muske-
teer, "South America's" Gaucho, and Italy's
Legionary in "The Club of Heroes" in World's Finest
Comics #89 (1957). This trend spilled over into
radio and television as well. "The most explicitly
progressive [radio] series was [The Adventures of]
Superman, which had its hero fighting racial and
religious bigotry for several years after the war,"
commented author J. Fred MacDonald in Don't
Touch That Dial: Radio Programming in American
Life from 1920 to 1960 (1979). Wrote MacDonald:
"The appearance of the non-Anglo-Saxon heroes —
the Indian brave, Straight Arrow; the Latino avenger,
[TV's] Cisco Kid — also guided postwar youngsters
toward tolerance."
There were exceptions to this growing depic-
tion of diversity: Blacks mostly disappeared from
S&b
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Multiculturalism
comics. The spread of Communism made villains of
Russians and Chinese, trends that continued into
the 1960s. Prize Comics' Fighting American
(1954-1955) lampooned Soviets with bad guys like
Poison Ivan. Marvel even devoted a short-lived
series to an "Oriental" villain: The Yellow Claw
(1956-1957), starring a sinister mastermind who
embodied every negative stereotype ever assigned
to Asians: He was bald, slant-eyed, yellow-skinned,
pointy-eared, and had long fingernails and a "Fu
Manchu" goatee. In contrast, this series introduced
a positive Chinese American character: FBI agent
Jimmy Woo, a highly trained and resourceful lawman
dedicated to bringing the Yellow Claw to justice.
THE 1960S
SPA2K BNUGHTBNMBNT
After writer/editor Stan Lee inaugurated the
Marvel universe with the publication of Fantastic
Four#l (1961), he placed his superheroes in New
York City instead of a fictional metropolis, and Mar-
vel's artists started drawing people of color into the
comics. At first, the multicultural inclusions were
subtle, like a black pedestrian in the background,
but by the mid-1960s, non-whites ascended to posi-
tions of prominence. Fantastic Four #50 (1966)
introduced Native American Wyatt Wingfoot, who
became a long-standing supporting-cast member of
the series, and issue #52 (1966) premiered Prince
T'Challa, better known as the black superhero called
the Black Panther. And agent Jimmy Woo returned in
Marvel's Nick Fury, Agent of S.H.I. E.L.D., engaging in
high-tech (for the times) espionage epics that bor-
rowed heavily from the James Bond movies.
None of Lee's series better advocated cultural
tolerance than X-Men. First seen in 1963, the X-
Men were mutants — the next step on the evolution-
ary ladder — who fought to protect the humans who
distrusted them. While a groundbreaking metaphor
for racial harmony, X-Men originally played it safe,
making each of its mutant characters Caucasian.
Despite the multicultural inroads paved by Lee
and other Marvel writers during the 1960s, cold-war
pigeonholing had yet to fade: Iron Man's origin was
rooted in the Vietnam War, and the hero battled the
Chinese troublemaker Mandarin and a Vietcong vil-
lain named Wong Chu. Despite occasional non-flat-
tering portrayals, Marvel's comics depicted a world
of color and diversity, even with the company's mis-
fit heroes, the green Hulk and the orange Thing.
When ABC's live-action The Green Hornet
(1966-1967) TV show debuted, its producers
expected its lead — clean-cut Caucasian hunk Van
Williams — to become a heartthrob, but were blind-
sided when Asian import Bruce Lee, playing sidekick
(emphasis on the kick) Kato, stole the show with his
dazzling martial arts abilities. Lee was one of the
few non-white actors on television at the time, but
before long people of color became more visible.
Through most of the 1960s, DC Comics' series
stayed exclusively Caucasian, with the exception of
a handful of aliens like the green-skinned Martian
Manhunter (who became a white man in his secret
identity of John Jones) and through one-page public-
service announcements extolling the virtues of eth-
nic tolerance. DC changed its stripes in Justice
League of America (JLA) #57 (1967), with "Man,
Thy Name is — Brother!" by scribe Gardner Fox,
acknowledged among some comics historians as a
selfless humanitarian. "One man is very much like
another — no matter what the name of the god he
worships — or the color of his skin," Fox's opening
caption begins. The tale involves the intervention of
three Justice Leaguers — the Flash, Green Arrow,
and Hawkman, plus the JLA's "mascot" Snapper
Carr — into the personal lives of three non-white
Americans — a young black, a Native American, and
a native of India — who struggle against barriers
spawned by racial prejudice. The issue's cover, by
artists Carmine Infantino and Murphy Anderson,
depicts the heroes and their friends of color clasp-
ing hands before the symbol of the United Nations.
DC continued to take slow but deliberate steps
to portray non-Caucasians in their superhero
comics, with varying results. The Brave and the
Bold{B&B) #71 (1967) introduced Batman's "old
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Multiculturalism
friend" John Whitebird, a Native American, but con-
tains a wealth of unintentionally offensive refer-
ences, including Batman's greeting of Whitebird
("Holy Peacepipes! Are you going on the warpath
again?"). Four issues later, B&B #75 (1967) takes
place in Gotham City's Chinatown, a borough that
embraces its native heritage and modern Western-
isms (Chinese American teens beam "Cool!" and
"Marv!"), and largely avoids the stereotypes seen in
issue #71, although issue #75's villain is a Yellow
Claw-like conqueror called Shahn-Zi.
MATNSmZAM
MULTTCULTUZALISM
In the late 1960s through the early 1970s,
multiculturalism hit the American mainstream. Non-
white actors appeared on TV programs as diverse
as Star Trek (1966-1969) and Hawaii Five-0
(1968-1980), and in movies like Shaft (1971).
Superhero comics followed suit: the African Ameri-
can Falcon became the partner of Captain America,
Wonder Woman learned martial arts from a Chinese
teacher named l-Ching, Spider-Man mediated cam-
pus unrest, Batman encountered a league of inter-
national assassins, and Green Lantern and Green
Arrow hopped into a pickup truck to traverse the
American landscape seeking solutions for racism
and other social cancers.
Luke Cage, Hero for Hire #1 (1972) was the
first American comic book starring a black super-
hero, but numerous others followed, including Black
Goliath, Black Panther, and Black Lightning. Marvel
then premiered a headlining Chinese superhero,
Shang-Chi (a.k.a. Master of Kung Fu) in Special
Marvel Edition #15 (1973). Shang-Chi was a hero
of great nobility and determination, but his father,
the archetypical Fu Manchu (yes, that Fu Manchu),
added yet another sinister Chinese conqueror to
contemporary comics. Compelling characterization,
memorable storytelling (first by Steve Englehart and
Jim Starlin, then by Doug Moench and Paul Gulacy),
and an international film and TV kung fu craze made
Shang-Chi a hit: Special Marvel Edition was
renamed Master of Kung Fu (MOKF) with issue #17,
and kept kicking for 125 issues.
MOKFs success spawned a fistful of martial-
arts titles from a variety of publishers, some of
which featured white heroes in Asian settings (Mar-
vel's Iron Fist and DCs Richard Dragon, Kung Fu
Fighter). Marvel's The Deadly Hands of Kung Fu, a
black-and-white magazine-sized comic, introduced
the Sons of the Tiger, a multiethnic group of martial
artists, and the White Tiger, the first Puerto Rican
superhero. Also bowing during this period were Mar-
vel's Daughters of the Dragon — fighting Pis Colleen
Wing (a Chinese American) and Misty Night (an
African American) — and Mantis, a Vietnamese
member of Marvel's conventional superteam the
Avengers (appearing in print, quite unusually, at the
height of the Vietnam War). In subsequent years,
Asians as martial artists (and, narrowing the trend,
Japanese as ninjas) have become a staple of
comics, with DCs Lady Shiva and Valiant's Rai
among their number.
THE INTZGBATet?
By the mid-1970s, superhero comic books had
become fully integrated. The X-Men were reintro-
duced in Giant-Size X-Men #1 (1975) with a new,
multicultural roster: Cyclops (Anglo American),
Colossus (Russian), Storm (African), Banshee
(Irish), Wolverine (Canadian), Sunfire (Japanese),
Nightcrawler (German), and Thunderbird (Native
American). The X-Men's original message of cultural
tolerance became even more profound given the
team's color mix, a theme that has yet to fade:
Despite their differences, these mutants work
together as a unit and live together as a family. Sir
Ian McKellen, the distinguished British actor who
portrayed the evil mutant Magneto in the live-action
blockbusters X-Men (2000) and X2: X-Men United
(2003), remarked favorably of the X-Men's message
of harmony at the 2003 British Independent Film
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Multiculturalism
Awards: "X-Men and its story about mutants, about
people who feel disaffected with society, and whom
society is hard on, appeals most to young blacks,
young Jews, and young gays."
The cultural composition of the X-Men estab-
lished a template upon which the contemporary
superhero team has been built. Numerous super-
groups created or revived in the wake of Giant-Size
X-Men #1 have contained a multicultural mix (some
including extraterrestrials for good measure), such
as the New Teen Titans, the Outsiders, Infinity Inc.,
Gen 13, WildC.A.T.S, Generation X, the Legion of
Super-Heroes, the New Mutants, Ulraforce, the Sui-
cide Squad, the New Warriors, X-Force/X-Statix, and
Cyberforce.
Other teams have been built specifically
around ethnicity, or a cultural connection. DCs Glob-
al Guardians are just that: superheroes assembled
from around the world, like Israel's Seraph and
Brazil's Green Flame (a.k.a. Fire of the Justice
League). Marvel's Alpha Flight is a group of Canadi-
an superheroes whose roster includes Marvel's first
gay hero, Northstar. TV's Captain Planet and the
Planeteers (1990) assembled a group of teenage
environmental protectors, summoned from different
regions of Earth by the goddess Gaia. A 1996 CD-
Rom comic unveiled the Jewish Hero Corps, led by
Menorah Man, and Mystic Comics' Tribal Force #1
(2002) introduced a little-known group of Native
American superheroes.
Occasionally, non-Anglo superheroes have
starred in their own comics, including, but by no
means limited to, El Diablo, the Butcher, Blade,
Shaloman, and Spawn. Ethnic superheroes and
supporting cast members have become common:
Superman's titles, for example, have included in
their cast the African American hero Steel and his
niece, who assumed his name in 2003, and the
Hispanic hero Gangbuster. And whites and non-
whites have formed teams, like Cloak (black) and
Dagger (white), and Power Man (a.k.a. Luke Cage,
black) and Iron Fist (white).
Prejudice and discrimination have been com-
monly explored through these tales of integrated
heroes. For example, Amazing-Man, a black super-
hero retrofitted into the 1940s cast of All-Star
Squadron with issue #23 (1982), stood up for
racial equality at a time when Hitler preached ethnic
cleansing. Despite cultural taboos, some interracial
romances have occurred, including DCs (black)
Bronze Tiger and (white) Gypsy and Marvel's (green,
formerly white) She-Hulk and (Native American)
Wyatt Wingfoot. No mixed relationship has raised
more eyebrows than the marriage of the Avengers'
Scarlet Witch (a white mutant) and Vision (a syn-
thetic human)!
Through the meeting of its many cultures — and
alien and artificial races — the superhero world
inspires real-life humans to overcome their petty dif-
ferences and live and work together as one. — ME
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SSg
Namor: See Sub-Mariner
The New Gods
Jack Kirby was undoubtedly one of the most impor-
tant creators ever to work in comics. Comics histori-
an Mike Benton called him "the American artist who
best represents what comic books are all about."
Kirby's many creations (with writer Stan Lee) for Mar-
vel Comics in the 1960s reinvigorated the entire
industry. When DC Comics boss Carmine Infantino
hired Kirby away from Marvel in 1970 with the
promise of total artistic freedom, it was surely the
coup of the decade. Kirby set himself up with his
own editorial office in California and effectively creat-
ed his own line of interconnected comics, which
have now come to be known as the Fourth World
series. Three titles premiered in 1971 — The New
Gods, The Forever People, and Mister Miracle — to
which was added Kirby's eccentric vision of Super-
man's Pal Jimmy Olsen, which he had picked up at
DCs insistence. Every two weeks, one of the four
titles would hit the streets with a new installment of
its story, written, drawn, and edited by Kirby at a pun-
ishing work rate that only he could have met.
The New Gods would become the central book
of the tetralogy, with a story in issue #7, "The Pact,"
at last explaining how the various comics all
knitted together. The story details the stormy
conflict between two far-off planets: the Eden-like
New Genesis and the monstrous Apokolips. To
cement peace between the two worlds, their lead-
ers — Highfather of New Genesis and Darkseid of
Apokolips — exchange newborn sons, Scott Free and
Orion, as hostages against hostilities ever resum-
ing. Some years later, Darkseid learns of something
called the anti-life equation (about which Kirby was
always rather vague; suffice it to say that it was
something terrifying), which was hidden on Earth,
and he heads off with numerous evil (and bizarre)
minions in tow to find it, setting off a new war of the
"gods" with humanity in the balance.
The four comics each had different approaches
to the ongoing tale. The New Gods starred Orion,
recently arrived on Earth with his devil-may-care col-
league Lightray, and was the most wide-ranging and
bombastic of the Fourth World series, featuring
colossal battle scenes and panoramic artwork. As
the son of the evil Darkseid, Orion was an unusually
complex, savage hero, despite his peaceful upbring-
ing on New Genesis, and The New Gods explored
his constant battle with both his father's minions
and his own explosive lineage. The other exchanged
son, Scott Free, also came to Earth, fleeing his mili-
taristic upbringing on Apokolips, and assumed the
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*/
The New Gods
ALL MEW STORIES
BEST IN COMICS
-1/
ME\Sf
MWIS MVAOe
"DOOMED,
The New Gods #10 © 1972 DC Comics.
COVER ART BY JACK KIRBY AND MIKE ROYER.
identity of top escape artist Mister Miracle. Com-
plete with cantankerous and diminutive assistant
Oberon and statuesque, ex-stormtrooper girlfriend
(and future wife) Big Barda, a fellow Apokolips
escapee, Mister Miracle was a more lighthearted
and traditional superhero title.
The Forever People were five happy-go-lucky
teenagers from New Genesis: Mark Moonrider,
Beautiful Dreamer, Big Bear, Vykin the Black, and
Serifan. They could merge together to form a super-
powered fighter called the Infinity Man. Like Orion
and Mister Miracle, the Forever People were on
Earth to fight Darkseid, but they were younger and
more idealistic, and in some ways were Kirby's take
on the hippy movement. Jimmy Olsen was the most
eccentric of the titles. In it, Jimmy and Superman
teamed up with a new Newsboy Legion and
Guardian (made up of the sons of the 1940s kid
gang of that name and the clone of their superhero
protector), and with renegade bikers called "the
Hairies," to fight Darkseid's scientists. It was
Kirby's most prophetic series — anticipating develop-
ments in DNA research, cloning, and the Internet —
as well as his most bizarre, featuring alien vam-
pires, miniature Jimmy Olsens, the Loch Ness mon-
ster, and comedian Don Rickles.
The Fourth World was the most complete
expression of Kirby's limitless imagination and the
finest example of his monumental, explosive art.
The comics were replete with double-page spreads,
panoramic cosmic vistas, almost unimaginable crea-
tures, and kinetic fight scenes. Kirby peopled the
strips with as strange a collection of villains as
comics have ever seen: Granny Goodness, Vermin
Vunderbarr, Glorious Godfrey, Mantis, Desaad, and
the Black Racer (a man in armor who propels him-
self through the air on skis!). Some readers hailed
the series as a masterpiece, but others found it was
more than they could take in, and sales were not
what DC had hoped for. The series came to an end
in 1972, except for Mister Miracle, which carried on
until 1974. Kirby's series Kamandi, The Last Boy on
Earth (which premiered in November 1972) proved
to be more popular initially, but it has been his
Fourth World stories that live on in the imagination.
Five years later, in 1977, both The New Gods
and Mister Miracle were creditably revived (though
not by Kirby), with the latter in particular proving to be
of the highest quality, but both were gone again with-
in the year, setting the pattern of revivals for years to
come. The first run of The New Gods was collected
together in a glossy miniseries in 1984, with Kirby
providing the ending that he was not allowed to com-
plete twelve years earlier. There was always the sus-
picion that he was making the story up as he went
along, and certainly the new material satisfied no
one, least of all Kirby himself. That same year, Mattel
launched a series of toys called the Super Powers
TH£ SUPBBHeiZO BOOK
Nick Fury
(which spun off into a series of comics also drawn by
Kirby), featuring numerous DC characters, including
Darkseid. Kirby had wanted to end his series with a
sequence of deaths, but the toy company was
against the idea. Nevertheless, the toys and the
Superpowers comic demonstrated that Darkseid
himself may have been Kirby's greatest gift to DC, as
the great, all-purpose villain that the company had so
patently lacked before. Subsequent battles with the
Legion of Super-Heroes and Superman, among oth-
ers, have only served to confirm that conclusion.
From the late 1980s to 2004, there have been
four New Gods/Orion series, two Mister Miracle
revivals, and a single series of The Forever People, all
with varying commercial and critical success. What
none has been able to do is to build substantially on
Kirby's originals. In fact, he created so many charac-
ters that there is still scope for further exploration for
many years to come, as more and more fans of his
work become professionals. Two fans, Paul Dini and
Bruce Timm, introduced the Fourth World concepts
into their acclaimed Warner Bros, cartoon, The
Adventures of Superman, which used parts of The
New Gods #7 in its storyline; later on, Timm's cre-
ative team showcased more Fourth World characters
on the Justice League animated series. Some writers
have also suspected that the Fourth World was the
inspiration for an even more famous property, Star
Wars. George Lucas is a known comics fan, and the
similarities between the two series are striking, with
the dark, evil father Darth Vader/ Darkseid, fighting
his long-lost son Luke Skywalker/Orion, who was
trained by a benign, bearded mentor, Obi-Wan
Kenobe/Highfather. Even the Death Star had a more
than passing resemblance to Apokolips, but until
Lucas confirms or denies the connection it must
remain merely an intriguing theory. — DAR
NickFuvy
Sergeant Nick Fury was first conceived in 1963 as
a bet, to see if Stan Lee and Jack Kirby's new
gk saaa'w
•vS'
Nick Fury, Agent of S.H.I. E.L.D. #4 © 1968 Marvel
Comics.
COVER ART BY JIM STERANKO.
approach to superheroes could work on a comic set
in World War II. It did, and Sergeant Fury and his
Howling Commandos was a successful strip for
many years. Then, following the popularity of James
Bond movies and the television show The Man from
U.N.C.L.E., Lee and Kirby decided to create their
own spy — a superspy, if you will — and who better to
fill that role than Nick Fury again? His first contem-
porary appearance (in Strange Tales #135) reveals
how Fury was recruited to take charge of the secret
global peacekeeping organization S.H.I. E.L.D. (origi-
nally an acronym for Supreme Headquarters Inter-
national Espionage Law-Enforcement Division, but
altered in 1989 to Strategic Hazard Intervention
TH£ SUPBBHeiZO BOOK
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Nick Fury
Espionage Logistics Directorate), which circled the
planet in a vast heli-carrier, almost like an airborne
Pentagon. The agency's rationale for Fury's selec-
tion was that the tough, cigar-chewing war vet had
the sort of street smarts that the organization
needed to tackle the evil, green-pajama-wearing
hordes of Hydra, a rival group made up of interna-
tional terrorists.
For the next couple of years, Fury and
S.H.I.E.L.D. took on Hydra and like-minded cartels,
such as A.I.M. and T.H.E.M., with a vast array of
handy gadgets and weapons (flying cars, Fury's
robot doubles) in a series of frantic strips. With a
large cast list, including Fury's fellow ex-comman-
dos Dum-Dum Dugan and Gabriel Jones, uber-geek
Jaspar Sitwell, and regular guest star Captain
America, the S.H.I.E.L.D. strip was soon full to
overflowing. At the end of 1966, young
writer/artist/actor/historian/escape artist Jim
Steranko took over the feature and soon made it
one of the talking points of the 1960s. Like Kirby,
Steranko knew how to draw an exciting comic, but
he also mixed in a modern, hip sensibility with ref-
erences to pop art, surrealism, and psychedelia.
He also finally got Fury out of his suit and into a
black leather costume, bulging with muscles and
weaponry, though his trademark eye patch and sto-
gie survived the makeover.
A lengthy battle with the Yellow Claw introduced
even more S.H.I.E.L.D. members and climaxed in a
four-page spread, which readers needed two copies
of the issue to read properly. Soon after, in 1968,
Fury finally got his own comic, with Steranko at the
helm, introducing Nick Fury's evil brother, Scorpio.
The title was a potent force but within a year Ster-
anko was gone, though his groundbreaking stories
have been regularly reprinted ever since. By the turn
of the decade, the whole spy scene had faded from
popularity and the comic lost direction.
Although it would be the late 1980s before a
regular Nick Fury comic was released again, both he
and S.H.I.E.L.D. were a constant presence in all
sorts of other Marvel comics. Throughout the
1970s, Captain America was a member of
S.H.I.E.L.D., often teaming up with Fury to take on
Hydra, A.I.M. , or some other group of wierdos.
Since Iron Man's alter ego, the ever-useful industri-
alist Tony Stark, was S.H.I.E.L.D.'s main idea man,
the group frequently interacted with the Iron Man or
Avengers comics, often popping up on flying sleds
in the nick of time. Probably S.H.I.E.L.D.'s strangest
guest shot was in Marvel's late 1970s Godzilla
comic, in which a division led by Dum-Dum Dugan
attempted to stop the not-so-jolly green giant that
was leveling Manhattan each month. For those who
wondered how a man who would be in his sixties
could still look so good, a controversial one-shot in
Marvel Spotlight revealed that Fury had been taking
a (very convenient) youth serum for all those years.
From 1988 to the present comic fans have
been awash with Fury and S.H.I.E.L.D. series, spe-
cials, collections, and guest appearances. These
have variously introduced and killed off numerous
S.H.I.E.L.D. agents, have pitted Fury against aliens,
the Red Skull, and Hydra (over and over again), and
have even suggested that S.H.I.E.L.D. was part of
an intergalactic plot (an idea that Marvel later
decided to forget). One particularly enjoyable series
featured Fury attending Smokestoppers Anonymous
and included a handy secret message decoder. A
1996 issue of the Punisher apparently killed off the
great man for good, but the deceased turned out to
be one of seemingly thousands of Fury robots. In
print at least, Nick Fury is now almost indestruc-
tible, and looks set to battle Hydra and its ilk for
years to come.
Picking up on his popularity, in May 1998 Fox
television aired a two-hour telefilm titled Nick Fury,
Agent of S.H.I.E.L.D. David Hasslehoff played the
title character, who pulls out of a self-imposed
retirement to fight the forces of Hydra, led by the
seductive Viper. Comics scribe David Goyer wrote
the fairly faithful script, but the lackluster telefilm —
which had been intended as a backdoor pilot years
prior — did not do well enough in the ratings to merit
any follow-ups. — DAR
tf*
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the Night Man
Musician Johnny Domino is having a good morning
in San Francisco, until an alien energy bolt strikes a
trolley car, sending a chunk of metal into his head.
After he recovers, he learns that he does not need
to sleep, his eyes are permanently dilated (making
light painful), and that he can telepathically "hear"
other people's evil thoughts inside his own head.
Using his aikido training, Domino garbs himself in a
costume and prowls the city rooftops after dark as
the Night Man, to stop the crimes he knows are
going to happen.
Created by writer Steve Englehart, the Night
Man comic was part of Malibu Comics' Ultraverse
line, and its lead was destined to become the best-
known character from the line as far as the general
public was concerned. Interconnected with other
series, The Night Man was most attached to Engle-
hart's The Strangers (in the first issue of that series
he received the head injury). The Night Man #1
debuted in October 1993, and in the first story, the
Night Man pursued Deathmask, the murderer of
Domino's friend. Other villains he faced included
Mangle, lead villain J. D. Hunt, hypnotist murderess
Rhiannon, werewolf Nikolai Apocaloff, the Silver
Daggers gang, and villainess BloodFly.
The Night Man series would last until issue
#23 in August 1995, around the time Malibu was
bought by Marvel Comics. After a The Night Man vs.
Wolverine crossover special (August 1995), a
relaunch was produced with The Night Man
"Infinity (#0) in September 1995, but this version
only lasted until issue #4. The hero appeared again
in The Night Man/Gambit, a three-issue miniseries
in early 1996. He has not appeared in comics again
since that time.
The Night Man did appear on television, howev-
er, in both animation and live action. DIC produced an
Ultraforce animated series as part of their Amazing
Adventures syndicated block in September 1995.
Nightwing
Thirteen episodes of Ultraforce were produced — con-
current with a Galoob toy line — and the fifth episode
(airing November 12, 1995) featured the Night Man.
A live-action series called NightMan (note
name change) debuted in syndication the week of
September 20, 1997, the creation of producer Glen
A. Larson. The two-hour pilot established a slightly
revised origin. Jazz musician Johnny Domino (Matt
McColm) was now struck by lightning, which re-
routes his neural pathways. He dons an experimen-
tal suit created by an ex-high tech weapons inventor
named Rollie Jordan (Derek Webster) to fight crime
in Bay City. The prototype suit has anti-gravity and
stealth capabilities, a targeting laser eyepiece, and
is bulletproof. Domino doesn't tell his ex-cop father
Frank Dominus (Earl Holliman) his secret, which
causes friction between the two.
Although there were not really any other cos-
tumed supervillains or other heroes in his TV foray,
NightMan faced down an array of terrorists, thugs,
powered civilians such as telekinetic Chrome, and
occasional magical villains. In one episode, he
teamed up with Manimal, the animalistic hero of a
previous short-lived Glen Larson series of 1983,
while a female version of the title character, Night-
Woman, appeared in both the first and second sea-
sons. Night Man creator Steve Englehart wrote three
episodes of the series; fittingly, his first, "You Are Too
Beautiful," was the hero's most rerun and most popu-
lar episode. NightMan aired its last new episode the
week of May 23, 1999, but the series remains in syn-
dication and on the air in 2004. — AM
tTtghfwitig
DC Comics' Nightwing — formerly Robin the Boy
Wonder — toiled for forty years under the shadow of
the Batman as comics' premier sidekick. First
appearing in April 1940 in Detective Comics #38,
Dick Grayson, the junior member of the Flying
Graysons circus family, witnesses his parents'
TH£ SUPBBHeiZO BOOK
*5
Nightwing
Nightwing #41 © 2000 DC Comics.
COVER ART BY GREG LAND AND DREW GERACI.
deaths in a sabotaged trapeze incident. This mur-
der is also observed by millionaire Bruce (Batman)
Wayne, who as a child had similarly watched his
own parents die. Grayson becomes Wayne's ward,
and soon, after months of rigorous training in the
subterranean Batcave, joins Batman as his crime-
fighting ally, Robin the Boy Wonder. Clad in bright
red, green, and yellow, Robin's bubbly demeanor
softened Batman's harder edge, and for decades
this Dynamic Duo blazed through hundreds of
adventures in comic books, movie serials, radio
shows, newspaper strips, and the nonsensical live-
action Batman television series (1966-1968), suc-
ceeded in the fall of 1968 by an animated pro-
gram, The Batman/Superman Hour, cut from the
same campy cloth.
Then came the 1970s. Licking its wounds from
marketplace outdistancing by Marvel Comics, for-
mer top dog DC implemented a host of sweeping
editorial changes in an effort to win back readers.
Among them was returning Batman to his roots as
a "creature of the night" in a movement largely
orchestrated by writers Frank Robbins and Dennis
O'Neil, artist Neal Adams, and editor Julius
Schwartz. Batman — rechristened "the" Batman as
in days of old — now preferred the shadows to the
limelight of television, displacing his spirited Boy
Wonder in the process.
In Batman #217 (December 1969), Grayson,
who by this point had matured to his late teens,
moved from his home in Gotham City and entered
Hudson University. As Robin the "Teen" Wonder, the
hero floundered through the 1970s in irregular guest
appearances and backup stories. Designed as a
cheerful counterpoint to Batman's darkness, Robin
without Batman didn't seem to work (notwithstand-
ing some lighthearted solo stories in more innocent
earlier decades). He grew introverted, struggled to
cultivate his own identity, and became estranged
from Batman in the process. In October 1980, Robin
was included as the leader of the revamped New
Teen Titans (a group he'd been shunted into in its
previous incarnation), and under the watch of writer
Marv Wolfman and artist George Perez began to
emerge as a character in his own right.
When Jason Todd was introduced as the new
and younger Robin in the 1983 Batman titles, Wolf-
man and Perez took it upon themselves to reinvent
the original Boy Wonder.
Grayson, they discovered, was a cipher, with lit-
tle individuality outside of Robin's.
So they appropriated the basic components of
his heroic guise — his acrobatic flair and detective
skills — and made the Teen Wonder a natural leader.
As the Titans' tactician, Grayson was now a man,
and it was time for him to be Robin no more. In
&
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Northstar
Tales of the Teen Titans #39 (February 1984), he
permanently retired his crimson tunic, becoming the
ebon-clad, blue-feathered Nightwing five issues later.
Nightwing led the Titans through myriad
escapades, falling in love with and almost marrying
teammate Starfire. In the lengthy "Knightfall" serial
that ran through the Batman comics beginning in
late 1992, the rift between Nightwing and Batman
intensified when the Dark Knight, after being crip-
pled by the villainous Bane, selected someone
other than Grayson to succeed him. Nightwing felt
that he should have been chosen to inherit the
"mantle of the Bat" and deeply resented his men-
tor. Nightwing and Batman ultimately came to grips
with the reasons behind their emotional separation,
and Wayne embraced Grayson as his son, even ask-
ing him to temporarily adopt the Batman guise in
the "Prodigal" storyline (1994-1995).
Through these appearances, Nightwing had
become a fan favorite, and readers clamored for the
character to headline his own title. DC Comics hesi-
tated, stayed by the stigma of Grayson's longtime
sidekick status, but tested his wings in 1995 first
with a one-shot, then with a four-issue miniseries.
Critical and commercial reaction to both was strong,
and in October 1996, Dick Grayson — one of comics'
most recognizable characters — was at last awarded
his own ongoing title with the release of Nightwing
#1. The hero now patrols the streets of Bludhaven, a
woefully corrupt city near Gotham, in a dual capacity:
Armed with glove gauntlets (replacing the utility belt
he wore as Robin), night-vision lenses, martial-arts
mastery, and unbreakable "Escrima sticks" in his
guise of Nightwing; and with a badge as Bludhaven
police officer Richard Grayson. He still frequents
Gotham City when summoned by Batman, Robin, or
Oracle, the latter of whom is his former ally and girl-
friend Barbara (Batgirl) Gordon, and during the sum-
mer of 2003 rejoined several of his former Titans
teammates as the leader of the all-new Outsiders.
Despite the labors of talented DC Comics writ-
ers and artists, Dick Grayson remains Robin in the
minds of the public at large. Actor Chris O'Donnell
portrayed a twentysomething Grayson/Robin in the
movies Batman Forever (1995) and Batman &
Robin (1997), although the former film includes the
character mentioning "Nightwing" as a possible
heroic name. In the late 1990s, Grayson finally
broke free of the bonds of pop-culture restraints
and appeared on television as Nightwing in the ani-
mated New Batman/Superman Adventures. — ME
Novthsfav
Although he was not the comic-book world's first
openly gay superhero, Marvel Comics' Northstar is
certainly the most well-known homosexual in
comics. First appearing in X-Men #120-#121
(April-May 1979) with a team of heroes called
Alpha Flight, Northstar was described as "Jean-Paul
Beaubier, Olympic and professional ski champion."
His mutant powers included flight and superspeed,
and when he clasped hands with his sister Aurora
(Jeanne-Marie Beaubier), they could create brilliant
bursts of light.
Northstar would appear a few more times with
the Alpha Flight team prior to the first issue of their
own comic book debuting in August 1983. There,
readers learned that Jean-Paul and Jeanne-Marie
were orphans who were raised separately. Jean-Paul
had run away from his foster family, joined a circus,
traveled through France, and eventually developed
his mutant powers. He also became involved with
Raymonde Belmonde, an older man who became
his mentor and trainer (and perhaps lover). Later,
Beaubier joined a radical separatist organization of
Quebec Nationalists known as Front de Liberation
du Quebec (FLQ), but he left when their activities
turned violent.
By the time he was recruited to join Alpha
Flight, Jean-Paul Beaubier had become a wealthy
world-class skiing champion, full of ego, rudeness,
and unexplained grumpiness. He became a mem-
ber of the superhero group, reuniting with his trou-
TH£ SUPBBHeiZO BOOK
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Northstar
Uncanny X-Men #414 © 2002 Marvel Comics.
COVER ART BY STEVE UY.
bled sister, who had developed a split personality.
He also developed an unrequited crush on his
teammate, Walter Langkowski, a.k.a. Sasquatch. In
Alpha Flight #41 (December 1986), Beaubier's
"secret identity" as a mutant superhero was
revealed to the world, and he was disgraced in the
competitive skiing community.
Shortly thereafter, Northstar began to develop
a seemingly incurable illness. Writer Bill Mantlo
planned to reveal that the illness was AIDS — and
planned to have Northstar die — but his editor Carl
Potts, and Marvel's editor-in-chief, Jim Shooter, put
a halt to that storyline, forcing Mantlo to change the
disease to a curable magic-based health problem.
Mantlo made a public outcry about the subject to
newspapers and magazines; reporters investigating
found that many Marvel freelancers said that Shoot-
er had reportedly declared a "no gays in the Marvel
universe" policy. After Shooter's departure from
Marvel, new editor-in-chief Tom DeFalco said no
such policy ever existed, nor was ever enforced.
Still, despite hints about Northstar's sexual orienta-
tion dropped by both John Byrne and Mantlo over
the years, writers were not allowed to have him
come out of the closet.
That finally changed with Alpha Flight #106
(March 1992), in a story called "The Walking
Wounded." In it, Northstar adopts a young baby girl
infected with AIDS, but upon her death — and a fight
with Canadian hero Major Maple Leaf — Beaubier
came out as a gay hero to the world. The story got
a huge amount of publicity, prompting Marvel to
back-pedal, fearing controversy (editors were report-
edly instructed to refer reporters to DC Comics
rather than comment!). A 1994 Northstar mini-
series barely made mention of the character's
sexuality, though by the late 1990s, mention of his
homosexuality became almost de rigueurfor any
story in which he appeared.
Although he can lay claim to being Marvel's first
openly gay superhero, Northstar is not the industry's
first. Alan Moore introduced gay heroes in his
groundbreaking Watchmen series (1986-1987) and
also revealed that one of the Miracleman family
members was gay (Miracleman #12, September
1987). But it was in DCs Millennium and New
Guardians (1988) that Gregorio — one often "cho-
sen" to become the next step in humanity's evolu-
tion — became the first major gay superhero, Extra-
no. Since that time, many heroes have come out as
gay, lesbian, bisexual, or transgendered: Pride in Gay
Comics; Fade in Milestone's Blood Syndicate; Hero
in DCs Superboy and the Ravers; Spectral in Mal-
ibu's The Strangers; Josiah Power in DCs The Power
Company; Amazon in Marvel's Thunderbolts; Flying
Fox in Homage's Astro City; Pied Piper in DCs The
Flash; Cobweb in ABC's Tomorrow Stories and Jack
*f»»
TH£ SUPBBHeiZO BOOK
Nova
Phantom and Jetman in ABC's Top Ten; and perhaps
the most infamous in today's comics world, Apollo
and Midnighter in Wildstorm's The Authority.
Given its history, it is ironic that in the modern
era of Marvel Comics the company features more
regularly seen gay and lesbian superheroes than any
other company. The X-Men books alone feature sev-
eral, making the corollary between social pressures
on gays and mutants more obvious. Even the 2003
film X2: X-Men United features a character "coming
out" to his parents about being a mutant, while in
New X-Men #134 (January 2003), founding member
Beast tells Cyclops he is not gay, but, "I might as
well be! I've been taunted all my life for my individu-
alistic looks and style of dress ... I've been hounded
and called names in the street and I've risen above
it.... Come on, I'm as gay as the next mutant! I
make a great role model for alienated young men
and women." X-Statixhas Phat and Vivisector, Exiles
has Sunfire II, New Mutants has Karma, and Mys-
tique has its bisexual title character.
Northstar is no longer alone then, as a gay
hero or as a publicly-out mutant. He is also more
high-profile today; after some guest appearances in
2001 — in which it was revealed that he had written
an autobiography titled Bom Worma/— Northstar
joined the cast of Uncanny X-Men with issue #414
(December 2002). At Professor Charles Xavier's
school for mutants, he supposedly teaches Busi-
ness, Economics, and Flight. But mostly, Northstar
doles out well-meaning lessons of tolerance to
mutants, when not pining over unavailable straight
teammates. — AM
Nova
In many ways, Nova signaled the end of an era. The
comic was an avowed attempt to recapture the
innocence and excitement of the early days of the
all-conquering 1960s Spider-Man comic. In the
1970s the tide of comics was turning, however, and
Spider-Man was swept away in the wave of X-Men
mania, although he was fondly enough remembered
to make several spirited comebacks. Nova was
dreamed up in the 1960s by would-be comics pro
Marv Wolfman, who was finally able to make his
dream a reality when he became editor-in-chief of
Marvel Comics. The Nova comic's first issue in
1976 introduced readers to underachieving high-
school zero Richard Rider, who stumbles across a
dying alien (shades of Green Lantern's origin) by the
name of Rhomann Dey, from the planet Xandar, who
presents him with a golden helmet. In the time-hon-
ored tradition, the helmet gives the startled teen
fantastic abilities, including amazing strength and
the power of flight. In the guise of Nova the Human
Rocket he can do the impossible.
The comic's high-school milieu would have
been familiar to any longtime Spider-Man fan, but at
least Rider had a reasonably functional family — as
much a rarity in comics then as now. With solid art-
work from veterans such as Sal Buscema and
Carmine Infantino, the title was always attractive,
and a bizarre mix of villains usually guaranteed the
reader a good time. In addition to arch-foe the
Sphynx, Nova also tussled with bargain-basement
bozos such as Diamondhead, the Condor, Power-
house, Mega Man, and the Corruptor. Nova's twenty-
five-issue run ended with our hero, along with fellow
crime-fighters the Comet and Crime Buster (Team
Nova, anyone?), in pitched battle with the Sphynx
and assorted hoods, en route to Xandar.
The storyline was concluded in a few issues of
The Fantastic Four (issues #208-#212), in which
Nova and pals defended Xandar from a Skrull inva-
sion, cosmic anti-hero Galactus battled it out with
the Sphynx, and Nova was awarded the title of Xan-
dar's Protector. After a while in space, Rider felt
homesick and was allowed to return, but at the
expense of his powers — or so he (and readers)
thought. After a decade in the wilderness, forgotten
by his readers and now a depressed high-school
dropout, he resurfaced in the New Warriors in
1990, courtesy of writer Fabian Nicieza. Nova redis-
TH£ SUPBBHeiZO BOOK
Sfy
Nova
covered his powers in the most dramatic way possi-
ble — by being dropped from a tall building (by would-
be team leader Night Thrasher) and finding, as he
hurtled to the ground, that his former powers kicked
in, much to everyone's relief. The New Warriors
team, made up of sidekicks and rejects, proved to
be one of the hits of the 1990s, renewing interest
in Nova and inspiring a second stab at solo suc-
cess in 1994.
Through a mistaken newspaper report in the
team's early days, Nova became widely known as
Kid Nova, much to his chagrin and his teammates'
merriment — an incident typical of the New Warriors'
humorous undercurrent. Sadly, after the exuberance
of the comic's first few years, darker elements
began to encroach on the fun and, in the last
issues of his own (second) comic (issue #18 in
1995), Nova lost his powers (again). He had failed
to answer a call to arms from the long-forgotten
planet Xandar, and so an evil character called Nova
Omega stripped the hero's abilities. Rider eventual-
ly recovered his powers two years later, in the last
issue of New Warriors, only to endure another peri-
od in the comics wilderness before Image founder
Erik Larsen gave him one last try.
The Larsen-scripted Nova, The Human Rock-
et (1999), began with the New Warriors disband-
ing and then set about returning Nova to his
roots, complete with revived villains the Sphynx,
Diamondhead, and others. Now, more than twen-
ty years after his first appearance, Rider had
finally become a college student and, much as
before, the comic was a melange of misfit angst,
rollicking adventure, and a zeitgeist-defying opti-
mism. It lasted seven issues. Ever since, Nova
fans have had to be content with sporadic guest
shots from a grown-up Rider in the future- (and
alternative-universe-) set Spider-Girl comic, at
least until the powers-that-be decide to disinter
him once more. — DAR
tfO
TH£ SUPBBHeiZO BOOK
Often, J'mtwy
It's not easy being Superman's pal. For Jimmy
Olsen, his friendship with Metropolis' Man of Steel
has led to frequent mutations and imperilments.
But let's not overlook the fringe benefits: celebrity
status, occasional superpowers, lots of dates, and
a bulletproof bodyguard. Not bad for a freckle-faced,
red-haired, all-American kid.
Olsen's life in fiction didn't start out so excit-
ing, though. Like that other venerable mainstay of
the Superman mythos, kryptonite, Olsen first
appeared on the 1940s radio show based on the
comic, and there as in his 1941 comic-book debut,
he was a rather insignificant Daily Planet copy boy
with dreams of becoming a newspaper journalist.
His idol was reporter Clark Kent, secretly Super-
man, who quickly took notice of Olsen's promise.
Nor did much time pass before DC Comics' editors
realized that in Olsen they possessed the same
benefit for Superman that the recently introduced
Robin the Boy Wonder provided to Batman: a
teenage sidekick to whom younger readers could
relate. Jimmy was promoted to "cub reporter,"
sporting his trademark bowtie and joining Kent and
Lois Lane on a host of often dangerous escapades,
along the way encountering — and usually being res-
TH£ SUPBBHeiZO BOOK
cued by — Superman. His staunch loyalty to the Man
of Steel made Olsen Superman's pal, a friendship
that sometimes placed him in harm's way when tar-
geted by the hero's enemies.
In the live-action television program The Adven-
tures of Superman (1953-1957), Jack Larson's
comically spirited portrayal of the cub reporter
made Olsen a household name, becoming comics'
most famous supporting-cast member. DC promptly
capitalized on this recognition, and in 1954
released the first issue of Superman's PalJimmy
Olsen, the entry-level book in Superman's burgeon-
ing periodicals franchise. In a run lasting a remark-
able twenty-eight years, Olsen's colorful series
sometimes took him undercover as a master of dis-
guise (he masqueraded as Robin to fool Batman,
and even appeared in drag as a gun moll!), into pop-
culture parody (Jimmy was "as popular as Ringo" as
"The Red-Headed Beatle of 1,000 B.C." and made
Superman "cry U.N.C.L.E." as a secret agent), and
occasionally into conflict with his superfriend (under
the influence of the "Helmet of Hate," Olsen zapped
the Man of Steel with a kryptonite beam). It was
Olsen's peculiar transformations, however, that
made his magazine so memorable. His mishaps
with alien weapons and his ill-advised sips of
unusual potions caused Olsen to mutate, at one
time or another, into a giant turtle man, a human
*»
One-Hit Wonders
porcupine, a werewolf, a future man, and even an
obese version of himself!
Olsen's favorite conversion was his serum-
induced change into the elongating superhero Elas-
tic Lad, a role he so frequently slipped into that he
earned reserve-member status in the Legion of
Super-Heroes. The Legionnaires weren't the only
superheroes with whom Olsen fraternized: He some-
times joined Superman on adventures with Batman
and Robin in World's Finest Comics, himself forming
a recurring partnership with the Boy Wonder.
To summon his powerful pal in times of cri-
sis — once an issue, at least, it seemed — Olsen was
given by Superman a signal watch emitting a fre-
quency that only the Man of Steel could hear. Olsen
was idolized by Metropolis teens who formed a fan
club in his honor, and he dated airline attendant
Lucy Lane (Lois' sister) and a bevy of other beau-
ties. This fame sometimes overfed Olsen's ego, but
his friend Superman was always there to help him
learn humility.
Industry superstar Jack Kirby took the creative
reins of Superman's Pal Jimmy Olsen in 1970 for an
imaginative but short-lived stint that proved too
sophisticated for readers of the time. In 1974,
Olsen's book absorbed the sagging Superman's Girl
Friend Lois Lane and Supergirl series into a giant-
sized comic retitled The Superman Family, where
the junior journalist's adventures continued until
cancellation in 1982. Olsen returned to his support-
ing-cast roots, maintaining his position as Super-
man's ally in the current DC Comics continuity,
rebooted in 1986.
The glory days of his own wacky comic may be
long gone, but Olsen rose again as the star of the
moody twelve-issue "maxi series" Metropolis
(2003-2004). And he has been immortalized on
screen and radio by a host of actors in each of Super-
man's media interpretations, as well as in song: The
Spin Doctors' hit "Jimmy Olsen's Blues" from their
Pocket Full ofKryptonite CD (1993) is Olsen's ballad
of unrequited love for Lois Lane. — ME
One-Hit Wonders
Superman, Batman, Spider-Man, Wonder Woman —
they're the heavy hitters, powerful enough to make
People magazine's "200 Greatest Pop Culture
Icons" list for 2003. Then there's what many would
categorize as the B-list: Iron Man, Green Lantern,
Thor, and Green Arrow, heroes popular among
comics fans, but never quite crossing the line into
the general public's consciousness. Let's not forget
the more minor titans like the Scarlet Witch, Blue
Beetle, Ant-Man, and Metamorpho, heroes only a
mother (or a die-hard comics fan) could love, whose
shots at stardom come and go.
And then there are the one-hit wonder women
and men who just never quite cut the mustard, and
would be spreading it on burgers at a fast-food joint
were out-of-work superheroes considered employ-
able. Heroes who make a lone appearance in
comics, then ride off into the sunset quicker than
you can say, "One strike, and yer out!"
Believe it or not, the amazing Spider-Man
almost suffered this discomfiting fate. In 1962,
Marvel Comics head honcho Martin Goodman
rejected writer Stan Lee's concept of a teenage
superhero with sp/de/powers — everybody hates spi-
ders, after all! — but Lee badgered Goodman to pub-
lish the character in the last issue of an anthology
series on the chopping block, Amazing Fantasy #15.
Lee's uncanny intuition for heroes with reader reso-
nance was right on target — the issue sold like mad
and Spidey became Marvel's most popular charac-
ter. Similarly, DC Comics' long-running characters
the Legion of Super-Heroes premiered as one-time
guests in the Superboy story in Adventure Comics
#247 (1958), but readers demanded their return.
The Legion and Spider-Man got lucky.
Not so with the superheroic guise of Spidey's
(or his alter ego, Peter Parker's) relative, dear old
Aunt May. In Marvel Team-Up #137 (1984), May
was selected by the omnipotent world-eater Galac-
St*
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One-Hit Wonders
tus to be his cosmically powered herald. Encased in
a gleaming exoskin, geriatric May became — are you
ready for this? — Golden Oldie. May's still around,
but Golden Oldie was retired to a home for has-
been heroes.
In comics' boom period, the Golden Age
(1938-1954), publishers introduced new charac-
ters virtually every month, mostly in anthology
titles, testing the marketplace to see what clicked.
Action-starved readers embraced unique newcom-
ers like the Sub-Mariner and the Spectre, but not
every hero was a winner. Remember Commandette,
the movie star by day, female commando by night?
Or the futuristic fighter called Atoma? Probably not.
They were attempts to parrot the success of DC
Comics' Wonder Woman, and each appeared once,
Commandette in Superior Comics' Star Studded
Comics (1945), a two-issue series that, curiously,
featured no issue numbers, and Atoma in Harvey's
Joe Palooka #15 (1947).
By the 1950s, the superhero comics market
had shrunk, and DC Comics was looking to fran-
chise its remaining characters. Wonder Girl clicked
in Wonder Woman, but Superman sidekicks Skyboy,
who flew into World's Finest Comics #92 (1958),
and Super-Girl (who preceded Superman's cousin
Supergirl by one year), from Superman #123
(1958), fizzled after one story each. Aquagirl, who
teamed with Aquaman in Adventure Comics #266
(1959) four months before the introduction of
Aqualad, also sank after a single outing. Those
failed fighters' names, however, would later be recy-
cled by DC for wholly different characters.
Try-out titles, like DCs Showcase (1956-1970,
with a 1977-1978 revival) and First Issue Special
(1975-1976) and its competitor's Marvel Premiere
(1972-1981) and Marvel Spotlight (1971-1977),
were staples for more than twenty years, offering expo-
sure to new characters in hopes of launching their own
series. For every Metal Men and Iron Fist that made
the cut, there were losers: Witness (if you dare)
B'Wana Beast, who somehow got two appearances in
Showcase #66-#67 (1967) to ply his jungle justice;
Atlas and the Dingbats, from DCs First Issue Special
#1 and #6, respectively (both 1975), neither of which
is considered a jewel in the crown of writer/artist Jack
"King" Kirby; the freakish superteam the Outsiders
(not to be confused with Batman and the Outsiders
and its successors), in First Issue Special #10 (1976);
and the forgettable Thor spinoff Warriors Three in Mar-
vel Spotlight #30 (1976).
Occasionally, a one-hit wonder from a try-out
title would resurface years later. Dolphin, the charm-
ing undersea heroine created by romance-comics
artist Scott Pike, may have floated through only one
issue of Showcase (#79, in 1968, although she did
have a brief cameo, along with every other Show-
case star, in 1978's anniversary issue, #100), but
in the 1990s she joined the cast of DCs Aquaman.
Kirby's Manhunters instantly disappeared from view
after their debut in First Issue Special #5 (1975),
but by the late 1980s were a villainous force in
many DC titles. And another First Issue Special
flunkie, a blue-skinned alien called Starman from
issue #12 (1976), was woven into the fabric of
author James Robinson's historically rich, all-new
Starman series beginning in 1994.
Some champions got one shot at stardom — lit-
erally. The supple Sentinel, premiering in Megaton
Comics' Megaton #1 (1983), took a fatal bullet first
time out of the gate. Detroit's own superhero, the
Crusader, busted into action on page six of DC
Comics' Aquaman #56 (1971); several pages later,
as he leapt across rooftops, anticipating a victory
that would elevate him beyond "two-bit superhero"
(his own words) status, the poor guy tripped over
wires and fell to his death.
In other cases, one-hit wonders were never
intended to appear more than once, but, unlike Sen-
tinel or Crusader, were allowed to fade away peace-
fully. Two examples: The pink-garbed Ant was actual-
ly an acrobat tricked into crime to battle the Teen
Titans in issue #5 of their series (1966), and Cap-
tain Thunder, an homage to the original Captain
Marvel, whizzed into battle with the Man of Steel in
Superman #276 (1974).
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**
The Outsiders
A one-hit wonder of the early 2000s was a mega-
hit, by comics standards, and turned heads — as well
as tricks! Image Comics' The Pro (2002) was the out-
rageous saga of a superpowered prostitute and the
straight-laced heroes she scandalizes. The salacious
subject-matter attracted national news coverage, and
the working girl wonder woman hooked both super-
hero fans intrigued by the taboo theme and casual
readers who enjoyed a comic starring a heroine who
finds superheroes as silly as they do. The Pro was
sacked after her one-and-only outing, perhaps
because the creators knew they would never get away
with it again. In any case, the story was another notch
in edgy author Garth Ennis' typewriter, and was the
breakthrough book for gifted cartoonist Amanda Con-
ner, helping to ensure that The Pro's makers would be
anything but one-hit wonders themselves.
Merchandising gimmicks have spawned their
share of one-shot characters, like Generic Super-
Hero, who debuted in Marvel's Generic Comic Book
#1 (1984). Originally an anonymous man who gained
superpowers after exposure to radium, this one-timer,
clad in nondescript action garb, was a futile attempt
at cashing in on the trend of "generic" versions of
major product brands. Countless one-shot super-
heroes have been created as product spokesmen:
Their number includes Hallmark Cards' Captain Laser
(1984); the Neal Adams-illustrated Captain Cash,
muscular mascot of the 1977 Connecticut State Lot-
tery; and the New York State Health Department's
health-conscious Nutri-Man and Vita-Woman (1983).
To these and the plethora of additional one-hit
wonders, atomic also-rans, and fantastic failures,
superhero fans salute you for a job not so well
done! — ME
Oracle: See Batgirl; Birds of Prey
The Outsiders
DC Comics spent the 1970s reinventing Batman,
returning him to his 1939 roots as a brooding
"creature of the night" and distancing him from the
campy persona made famous by actor Adam West
in the television series Batman (1966-1968). By
the early 1980s, the Caped Crusader had become
the Darknight Detective, his grim demeanor making
Batman an outsider among his Justice League of
America (JLA) teammates. When the JLA refuses to
intervene in an international crisis involving the kid-
napping of an associate of philanthropist Bruce
Wayne (alter ego of Batman), Batman does the
unthinkable: He quits the JLA! "I've had enough of
your two-bit Justice League!" he snarls on the cover
of Batman and the Outsiders #1 (1983), as he
chooses sides with his "new partners." These Out-
siders, a merging of heroes old and new, infiltrate
the politically unstable European nation of Markovia
to liberate Wayne's friend in a covert mission
orchestrated by tactician Batman, actions in direct
defiance of the JLA and the U.S. State Department.
And thus, these Outsiders are introduced as a fight-
ing force willing to go beyond conventional means
to exact justice. (Incidentally, DC had previously
used the name "Outsiders" twice in the 1970s, for
a group of bikers in Jack Kirby's Superman's Pal
Jimmy Olsen run and for a grotesque superteam
appearing only once in First Issue Special.)
Joining Batman were old-timers Metamorpho
the Element Man, gruesome in appearance but
comical at heart, a chemical combatant who had
oozed in and out of comics limbo since his pre-
miere in 1964; and Black Lightning, a street-smart
African-American hero (a DC rarity at the time) with
electrical powers, who briefly headlined his own
comic in 1977. Fleshing out the group were the
indomitable Katana, a female samurai wielding a
soul-absorbing sword; the spirited Halo, a teenage
amnesiac who was one of a race of energy beings
called the Aurakles; and the regal Geo-Force, the
Earth-manipulating brother of Terra from The New
Teen Titans. Under the guidance of writer Mike W.
Barr and artist Jim Aparo, Batman and the Out-
siders promptly became one of DCs best-selling
series, as the team tackled myriad menaces with
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The Outsiders
amusing names like Baron Bedlam, the Force of
July, and the Bad Samaritan. Barr's energetic
scripting was rife with character development and
subplots, and Aparo's (and later Alan Davis') art-
work helped elevate Batman and the Outsiders to
fan-favorite status. In 1985, the book split into
two separate titles — the newsstand-distributed
"softcover" The Adventures of the Outsiders
series and the direct-sales (sold exclusively to
comics shops on a nonreturnable basis) "hardcov-
er" The Outsiders, with Batman defecting and
newcomer Looker joining the group. Two titles a
month was too much of a good thing: By February
1988 both were no more.
The Outsiders, minus Batman but with a hand-
ful of new recruits including Wildcat and the Atomic
Knight, returned with little fanfare in 1994 for a two-
year stint. In the summer of 2003, a new version of
Outsiders premiered, a monthly comic written by
Judd Winnick (an original cast member on MTV's
The Real World). This band of twenty-somethings
specializing in "taking on threats no one else will"
(according to DCs promotions) is fronted by Bat-
man's former protege Nightwing, and features a
familiar blend of heroes new and established: Arse-
nal (once Speedy of the Teen Titans), Metamorpho,
Black Lightning's daughter Thunder, the Golden Age
Green Lantern's daughter Jade, a futuristic android
called Indigo, and a superwoman named Grace.
With popular Nightwing at the helm, perhaps this
incarnation of the Outsiders will enjoy the longevity
denied its predecessors. — ME
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<$$
Tfte
Phantom
Comics scholars generally agree that Superman was
the first true superhero of the comic books, clearing
marking the entrance of a new kind of hero into the
marketplace. Though Superman wears an iconic cos-
tume, he was not the first heroic character to do so.
That honor goes to the Phantom, a mystery-man hero
type who clearly ushered in the superhero genre.
Written by Lee Falk (who earlier had success with the
newspaper strip Mandrake the Magician) and drawn
by Ray Moore, the Phantom first appeared in King
Features Syndicate on February 17, 1936.
Readers first see the Phantom rising out of
the sea to rescue beautiful Diana Palmer from
peril, thus putting in motion events that will be
repeated endlessly over the coming decades. With
his purple bodysuit (though readers had to wait for
a Sunday strip added in May 1939 to actually see
the costume in color), striped trunks, hood, blank-
eyed mask, and black leather gun belt bearing a
"death's head" skull, the Phantom's costume
defined his persona as a masked avenger. Preced-
ing Superman by two years, it is here that the
TH£ SUPBBHeiZO BOOK
superhero blueprint was first fully established: a
physically impressive, costumed character, com-
plete with secret identity (Kit Walker), imperiled girl-
friend, and secret hideout (the Skull Cave). In addi-
tion, the Phantom came equipped with his super-
weapons and super-gadgets, including two
revolvers, homing pigeons he dispersed to send
and receive messages, and a "skull" ring worn on
his left hand, the imprint of which clearly meant
that a person was struck by the hero.
The Phantom's origin lays hundreds of years in
the past — the sixteenth century, in fact — when
pirates raid a merchant ship, killing the crew and
captain and leaving only his young son alive.
Washed up on a beach in an unspecified jungle set-
ting, the child is befriended by a local tribe and
swears an oath to "devote my life to the destruction
of piracy, cruelty, and greed, and my sons will follow
me!" Early versions of the origin name the child's
father as Sir Christopher Standish, a British noble-
man, but later versions name him as Kit Walker, and
his descendants appear to think of themselves as
American. The child thrives under the tutelage of
the tribe and creates the Phantom costume,
inspired by a native idol, to strike fear into the
hearts of his enemies. Each generation of Walkers
is trained to take over the mantle of the Phantom
and, since all wear the same costume, local legend
**
The Phantom
has it that he is in fact the same man 400 years
later, hence the nickname, "the Ghost Who Walks."
Over the years, the Phantom accumulated a
wide cast of characters, including Guran, leader of
the tribe; trusted friend Bandar; foster son Rex;
trusted wolf Devil; and horse Hero. After dating love
interest Palmer for decades, he married her in
1977 and she later gave birth to twins, Eloise and
Kit, the latter destined to become the twenty-sec-
ond Phantom. The supporting cast and constantly
changing storyline have kept the strip fresh. The
Phantom's adventures have taken him around the
globe, and many episodes (particularly in the comic
books) have related tales of earlier Phantoms, even
including a nineteenth-century lady Phantom.
Newspaper strip artist Phil Davis fell ill in 1942
and his assistant, Wilson McCoy, gradually took
over the strip, working completely solo from 1947
to 1961. His successor, comic-book veteran Sey-
mour "Sy" Barry, then produced the feature for an
extraordinary thirty-two years, before his assistant,
George Oleson, finally took up the reins in 1994. If
the work of Davis and McCoy now appears quaint,
Barry's has consistently been attractive and pol-
ished, and it is his Phantom that invariably appears
on merchandise to this day.
With any successful comic strip there is an
inevitable flood of tie-ins and merchandise, and the
Phantom has been no exception, appearing in or on
everything from novels (twelve pulp-style paperbacks
from Avon published in the early 1970s and co-
authored by Falk), watches, and games to mugs,
dolls, and rings. In 1943, he was brought to the silver
screen by Columbia Pictures in a fifteen-chapter seri-
al starring Tom Tyler (previously seen portraying Cap-
tain Marvel). A promised follow-up fell into licensing
difficulties and was hastily rejigged into The Adven-
tures of Captain Africa, starring John Hart. More suc-
cessful was a 1996 Paramount movie (simply titled
The Phantom), directed by Simon Wincer and starring
Billy Zane and Catherine Zeta-Jones. Longtime fans
praised the film for capturing the spirit of the strip.
If the Phantom's celluloid outings have been
rare, his comic-book life has been long and fruitful,
starting in 1938 when the David McKay Company
began reprinting his newspaper strip in Ace Comics,
King Comics, and Feature Books. McKay printed Phan-
tom strips throughout the 1940s, and then Harvey
Comics took over the reins in the 1950s. In the
1960s, editor/writer Bill Harris and courtroom artist
Bill Lignante produced new Phantom comic books for
the first time, for Gold Key from 1962 to 1966 and for
King Features (the syndicating company, thereby get-
ting into the comics business for themselves) from
1966 to 1967. Charlton took over the franchise for
the next eight years, initially producing a very hand-
some-looking Phantom comic by the future Aquaman
team of Steve Skeates and Jim Aparo. Charlton's run
met with mixed opinions, not least from King Fea-
tures, but it ended on a high in 1977 after a beautiful
sequence of issues from artist Don Newton.
There was then a decade in the wilderness for
the Phantom before DC Comics tried its hand at a
title or two in 1988, and since then various compa-
nies (including Marvel, Wolf, Moonstone, Manu-
script Press, and Tony Raiola) have kept the Ghost
Who Walks in the public eye. Two of Marvel's short-
lived attempts were based on slightly eccentric Sat-
urday morning cartoons: the 1986 Defenders of the
Earth, which co-starred King's other main heroic
properties, Mandrake the Magician, Flash Gordon,
and Prince Valiant; and the 1994 futuristic Phantom
2040, starring the twenty-fourth Phantom.
The Phantom is far from being a solely American
phenomenon. The character has achieved enormous
success across the world and has been enjoyed in
more than sixty countries. Foreign Phantom comics
first appeared in Italy in 1938, in fact preceding their
American equivalent, but it is in Scandinavia and Aus-
tralia that he has been most successful. The jungle
hero has been a national institution in Sweden since
World War II, and Stockholm even has its own Phan-
tom theme park. While the 1970s and 1980s saw a
decline in U.S. comic books featuring the masked
avenger, Sweden's Semic Press was producing two
&
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The Phantom in the Media
new stories a month for the Scandinavian market,
mostly drawn by Spanish artists. These Semic strips
have tended to explore the Phantom's earlier incarna-
tions, including the fifth Phantom (who fought Black-
beard), the thirteenth Phantom (who fought in the
1812 war) and the sixteenth Phantom (who was
apparently a cowboy!).
If the Phantom is popular in Scandinavia, then he
is a genuine obsession in Australia, dominating the
comic-book scene there just as Superman, Spider-
Man, and the X-Men have in the United States. Since
1948, the Frew Company has been publishing a com-
bination of newspaper strips and European reprints in
a variety of formats, every couple of weeks. As of
2004, Frew has produced more than 1,300 editions
of its Phantom comic and it is still going strong. If the
American comic book is no longer a significant pres-
ence on U.S. newsstands, the newspaper strip itself
is still in fine health, appearing in more 500 papers
across the country. The Phantom would seem to be
one of those very few heroes whose popularity tran-
scends all boundaries, and he should be stalking the
world's landscapes for years to come. — DAR
the Phantom in
the Media
The Phantom is killed as Columbia Pictures' The
Phantom (1943) opens. Your hero's dead in the
first reel.... How do you continue a fifteen-chapter
movie serial?, wondered the viewers, on the edge
of their seats.
Enthralling the ticket buyers was the name of the
game for movie makers during the challenging times
of the Great Depression and World War II. Producers
were on the lookout for exhilarating, high-profile char-
acters whose adventures could be quickly and inex-
pensively developed into movie serials (fifteen- to
twenty-minute shorts released in weekly chapters).
King Features Syndicate's successful newspaper strip
The Phantom — starring a hero who was masked mys-
tery man and jungle swashbuckler in one — was the
perfect candidate for a serial, and to ensure an action-
packed product, Columbia put former stuntman
"Breezy" Eason behind the camera as director.
The Phantom quickly resolves its chapter one
dilemma as the son of the murdered hero assumes
his father's masked identity, maintaining the immor-
tality myth of the "Ghost Who Walks." The plot: The
Phantom (Tom Tyler) aids an expedition of adventur-
ers seeking an elusive key to the lost city of Zoloz,
as another party with suspicious motivations
repeatedly takes measures to stop them. This mea-
ger premise withstands the fifteen-chapter duration
thanks to briskly paced cliffhangers, and the Phan-
tom's understated costume adapts well to the
screen. Tyler commands a believable presence in
the garb, which isn't surprising, since he had experi-
ence in tights two years prior in the serial The
Adventures of Captain Marvel.
The Ghost Who Walks next leapt before the
cameras in The Phantom, a 1961 teleplay and
unsuccessful TV series pilot directed by Harold
Daniels. Roger Creed played the mystery man and
his alter ego Mr. Walker (from the comic strip),
backed by a strong supporting cast featuring Lon
ChaneyJr. and Richard Kiel.
Nursing his wounds from his 1961 failure, the
Phantom avoided television until 1986, when he
returned — with friends. Defenders of the Earth, a
thirty-minute animated program produced for daily
syndication, teamed the hero with King Features'
Flash Gordon, Mandrake the Magician, and Lothar,
plus their teenage offspring. Despite an ambitious
marketing campaign including an action-figure line
and a Marvel Comics series, Defenders of the
Earth's limited scope — protecting the planet from
Ming the Merciless — was not compelling enough to
extend its sixty-five episodes, and the show was
canceled after only one season. Phantom 2040
(1994-1996), another animated television series
appearing in syndication, transplanted the hero into
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Phantom Lady
An animated rendition of the Phantom in Phantom 2040.
the urban jungles of Metropia, one of a few Earth
cities to survive a ravaging of the planet's
resources. The Phantom struggled against a corrupt
corporation and terrorists with conflicting ecological
agendas, and was hunted by a police officer who
happened to be the girlfriend of his alter ego, Kit
Walker. Stylish animation and competent scripts
helped The Phantom 2040 foster a loyal cult audi-
ence that was, unfortunately, too small to sustain
the series past two seasons.
Paramount Pictures was optimistic that its live-
action blockbuster The Phantom (1996) would
score big at the box office, as had the previous
summer's superhero release, Warner Bros.' Batman
Forever (1995). Paramount's movie had a body-
sculpted hunk (Billy Zane) ably filling the purple
tights, two sexy co-stars (Kristy Swanson and then-
newcomer Catherine Zeta-Jones), a Raiders of
the Lost Ark atmosphere, and a catchy tag
line ("Slam Evil!"). The studio thought that
nothing could go wrong.
Think again. Director Simon Wincer's The
Phantom couldn't attract an audience. The Phantom
lacked the iconic stature of Batman, the movie had
no bankable stars, and the story, a period piece
prone to frequent camp, failed to connect with film-
goers of the 1990s. Hollywood hasn't given up on
the Ghost Who Walks, however; a new movie ver-
sion of The Phantom, with a script worked on by Die
Hard screenwriter Stephen E. de Souza and Olympic
gold medallist turned scriptwriter Mel Stewart, is in
development. — ME
Phantom Udy
The Phantom Lady started life in 1941 as just one
of many bit players hiding in the pages of Police
Comics #1 (published by Quality Comics), but she
went on to become one of the most controversial
characters of the 1940s. The strip, like much of
Police Comics, was put together by Jerry Iger's
comics studio (or sweatshop) in 1941, and was fair-
ly unsophisticated at this stage. The Phantom Lady
was "Washington society's pampered darling" San-
dra Knight, Senator Henry Knight's beautiful daugh-
ter, whose life revolved around the theater, dinner
parties, and dates with her fiance, Don Borden.
However, in true superhero fashion, she had a habit
of stumbling into trouble, whereupon she would
change into a very fetching yellow bathing costume,
green cape, and boots, and would emerge ready to
fight crime. With no superpowers to speak of, she
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Phantom Lady
had to make do with a pocket-sized blacklight
"blackout ray," which would temporarily blind her
quarries while she tied them up. Dedicated to
defending her country, she was known to say,
"America comes first, even before Dad!"
Probably the most remarkable aspect of these
stories was that none of the characters ever recog-
nized Phantom Lady as Sandra Knight, despite the
fact that she didn't wear any sort of mask! Quality
persevered with the Lady for two years before Flat-
foot Burns replaced her, but evidently Iger (for one)
thought that there might well be life in her yet. In
1947, the notorious publisher Victor Fox contacted
Iger in the hope of launching a new line of charac-
ters (this, despite owing Iger thousands of dollars
from a previous collaboration). Iger agreed and,
along with the likes of Rulah, Zegra, and a revamped
Blue Beetle, the Phantom Lady was reborn. It seems
that Fox had noticed the pinup strips that Iger's stu-
dio had been churning out for rival publisher Fiction
House and wanted more of the same for himself—
and that's what he got, in spades!
The first issue of the Phantom Lady's own
comic (confusingly numbered 13 on the cover) hit
the stands in late 1947 and, right from the start, it
was clear that things had changed. The new Phan-
tom Lady was all flowing hair, beguiling curves, and
legs that went on forever. Her costume was now a
matching blue halter-top and shorts, with a large red
cloak and hood, topped off with a dainty little purse
for her blackout ray. Her new artist was Matt Baker,
one of the first African-American artists in comics
(and at the time certainly the most important), who
was gaining a reputation as the king of pinups. His
rendition of the heroine seemingly owed a lot to the
legendary model Bettie Page, and the strip was full
of glamour poses with ladies in their underwear or
taking a bath. In fact, the Phantom Lady herself was
forever bathing, undressing, or getting into catfights,
much to the alarm of observers such as comic-book
critic Frederic Wertham. In his devastating indict-
ment of the comics industry, Seduction of the Inno-
cent (1954), Wertham singled out the character, cit-
HIKING CAN ST tr THEM!
Big Girl Adventures #1 © 2002 AC Comics.
COVER ART BY MATT BAKER.
ing the cover of Phantom Lady #17 (where she is
shown giving the reader a smoldering look while
straining against imprisoning ropes) as being partic-
ularly perverse.
Ironically, the writer of this "depravity" was a
woman, Ruth Roche, whose scripts were inspired by
her husband who worked for the police. Like the
Police Comics episodes, Roche's scripts still
revolved around the wealthy Sandra Knight and her
rather dim-witted fiance, but they were now pep-
pered with stabbings, shootings, and strangula-
tions, largely directed at women. Despite this, some
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Phantom Stranger
feminist critics (including noted superhero author
and cartoonist Trina Robbins) have suggested that
the Phantom Lady was a rare example of a strong,
positive role model for girls, an indomitable heroine
who never gave up. Victor Fox, however, did give up
and, in 1949, the controversial comic became the
much more sedate My Love Secret.
As is often the case, occasional revivals fol-
lowed, including a much tamer version from Ajax
Comics in 1955 and a few reprints from I.W.
Comics a decade later. In the 1970s, DC Comics
(now the owners of the rights to Quality Comics'
superheroes) included her as part of the Freedom
Fighters, a team who started life in a Justice
League story and then spun off into their own short-
lived series. This was the more demure (and less
pneumatic) Police Comics version of the Lady, hav-
ing now mysteriously acquired the ability to become
intangible — a real phantom. In fact, DC briefly
brought her back in the 1980s as well, and then
promptly dropped her (probably due to poor sales),
never publishing her again.
However, that's not the end of the story. It was
a fan, publisher Bill Black, who was to be the Lady's
savior. He first drew her in a new story in his Fun
Comics in 1982, presumably unaware that DC still
owned the rights (even though his update was
based on Fox's blue-costumed incarnation). Clearly
enamored of her, Black changed her name to
Nightveil, gave her mystical powers, and included
her in his glamorous, all-girl superheroine group,
Femforce. Nightveil went on to her own comic, a
number of specials, and a devoted following all her
own — proving that you can't keep a good (or bad)
girl down. — DAR
Phantom Stranger
Throughout the 1940s and 1950s, comics were
peppered with all kinds of mysterious storytellers,
masked, cloaked, or hatted — narrators such as the
Mysterious Traveler, the Man in Black Called Fate,
Mister Mystery, Dr. Drew, and DC Comics' Phantom
Stranger. The DC series ran for only six issues, from
1952 to 1953, each issue presenting several short
mystery tales starring the trench-coat-and-hat-wear-
ing Stranger. In fact, "starring" is probably too
strong a word, since the Stranger had the discon-
certing habit of popping up out of nowhere (and only
"where I am needed") and apprehending evildoers
in the nick of time. His creators never made it clear
who he was or where he came from, his tell-all
quote being, "I do not foresee the future, I merely
act upon it."
In the late 1960s, following the successful
relaunch of the Spectre and the burgeoning popular-
ity of its horror comics, DC decided in 1969 to
revive the Phantom Stranger in Showcase #80. By
the summer the hero was starring in his own comic.
Those early tales mostly featured him materializing
on street corners wherever groups of young children
were gathered to tell them scary stories, occasion-
ally starring himself. He was joined in this some-
what dubious pursuit by Dr. 13 who, like the
Stranger himself, had enjoyed a brief outing in the
early 1950s (when he was known as the Ghost
Breaker). Dr. 13's sole purpose in life appeared to
be to disprove "evidence" of the supernatural, and
for the next few years he doggedly trailed the
Stranger's every move. In a way, their relationship
was something of a forerunner of the X-Files, with
Dr. 13 resembling the doubting Scully and the Phan-
tom Stranger as a precursor to Mulder.
Until the fourth issue, the Phantom Stranger had
defeated his enemies with his fists and wits, but that
issue pitted him against an enchantress called Tala,
Queen of Darkness and, rather conveniently, he sud-
denly became incredibly powerful — with attributes
including the ability to create heat, to cause tempo-
rary blindness, and to talk to animals. Tala regularly
popped up for the next couple of years, developing
something of a crush on the Stranger — in between
trying to destroy him, of course, as did another evil
witch called Tanarok. As the strip became more popu-
&
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Plastic Man
lar, its star appeared in a couple of Batman strips
and was also inducted into the Justice League of
America. From that point on, whenever DCs writers
put their characters into particularly tricky situations,
they could always summon up the Phantom Stranger
to get them out of trouble.
Much of the comic's success was due to its
writer, Len Wein, and artist Jim Aparo. Together, they
took the Stranger around the world, to other dimen-
sions and, finally, to an all-out battle with Tala that
saw her trying to summon up the Four Horsemen of
the Apocalypse. However, when the creative team's
popularity promoted them to other comics, the
Stranger gradually declined as he returned to his
1950s roots as a bystander in his own stories.
Some late adventures with Deadman were not
enough to stave off cancellation in 1976, but further
guest slots with Batman, Superman, and Deadman
kept him in the public eye. A 1980s backup slot in a
new Swamp Thing comic led to appearances in the
main strip and finally an issue of Secret Origins,
which set out to explain where he came from — a
mere twenty-five years after his first series.
For a character that had "lived" this long with-
out an origin story, management decided that just
one tale would do less than justice, and so DC
served up four potential explanations. In the first,
the Phantom Stranger turned out to be the Wander-
ing Jew who betrayed Jesus, and who had been con-
demned to walk the earth for eternity. In another
version, he was the sole survivor of Sodom and
Gomorrah, given powers by an angel, while in a third
variant he was an angel himself, cast out of heav-
en. In the fourth take, he absorbs power from the
end of the universe, and tracks back in time to the
beginning — or something like that. Then again, of
course, the Stranger's true origin might well be
none of the above!
In the 1990s, he was reduced for the most
part to being a bit player in other characters'
comics, with one final, valuable role to play. In the
Books of Magic miniseries, the Stranger was one of
four DC heroes chosen to oversee the emergence
of a new, powerful sorcerer, who would control all
the magic in the world. This was the young, spikey-
haired, bespectacled boy wizard, Tim Hunter, whose
similarity to the somewhat better-known (and later
developed) Harry Potter is striking. — DAR
Plastic Man
Plastic Man was one of the real stars of the Quality
Comics lineup of superheroes in comics' Golden
Age (1938-1954), thanks to the madcap genius of
his creator, Jack Cole. Cole had led a colorful life,
including cycling across America at the age of eigh-
teen, before deciding to dedicate himself to his true
passion of cartooning and moving to New York in
1935. After a fitful start as a gag cartoonist, he
found himself in at the beginning of the nascent
comics explosion, working for Centaur Publishing
and Lev Gleason Publications before being head-
hunted by Quality Comics owner Everett "Busy"
Arnold. In mid-1941, Arnold asked Cole to create a
new hero for Quality's upcoming new Police Comics
title — something in the tradition of Will Eisner's
Spirit. But Cole responded with his own sort of
super-detective, a hero who always got his man in
his own way: Plastic Man.
In August 1941, the first issue of Police Comics
introduced an unsuspecting public to a disreputable
hoodlum called Eel O'Brian, hard at work cracking a
safe at the Crawford Chemical Works. Disturbed by a
guard, O'Brian and his gang flee the building, but a
stray bullet hits a large chemical vat, showering the
thief with acid. Injured and desperate, O'Brian runs
for miles before reaching a mountain retreat called
Rest-Haven, where he is tended to by kind monks
who shield him from the police. Inspired by their
trust in him, he decides to turn over a new leaf and
vows to change his ways. Only then does he discov-
er that the acid has affected his body in such a way
that he can now stretch it into any shape he can
think of. Thrilled by that discovery ("Great guns!! I'm
stretchin' like a rubber-band!"), he dons a red body-
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Plastic Man
Penny, Plastic Man, and Baby Plas in the animated Plastic Man Comedy-Adventure Show.
suit, trimmed with a yellow belt and topped off with
wraparound sunglasses, and begins his new life's
work as a crime fighter.
Under Cole's infinitely creative direction, Plastic
Man soon developed into one of the wittiest, most
inventive superheroes on the stands. Originally Cole
wanted to call his hero the India Rubber Man, but
was persuaded by Arnold to take advantage of the
consumer's new fixation with plastic, which advertis-
ers had just termed the "miracle material" and
which was quickly making its way into dozens of
new household products. Plastic Man — or Plas, as
his friends referred to him — could stretch himself
into any shape or size. He could roll himself into a
ball, roll off a skyscraper and bounce right back up
off the street below. He could make himself into a
giant sail and fly through the air, and he was so pli-
able that bullets just bounced right off him. He
could disguise himself as a chair, a boat, a lasso, a
bag full of money, a blimp, a net — in fact, anything
that Cole's fertile mind could dream up. Plas could
also change his features to impersonate anyone,
from a beautiful woman to Adolf Hitler himself. But
while he was seemingly invulnerable enough to with-
stand being flattened by a steamroller, he was badly
affected by intense heat (which caused him to melt)
and cold (which stiffened him like a board).
Traditional superheroics — the battle between
good and evil — were hardly the strip's principal con-
cerns. Rather, Cole used Plastic Man's adventures
as excuses to showcase his zany brand of humor.
As an artist he had an outwardly simple style but
was able to animate his characters with a manic
zeal, and each panel was crammed with weird char-
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Plastic Man
acters, slapstick gags, or Plastic Man's increasingly
bizarre contortions. Even today, when many of the
strips from this era appear quaint or crude, Cole's
Plastic Man seems fresh, vibrant, and hilarious.
Feeling the need for a sidekick for his "stretch-
able sleuth," Cole introduced the polka-dot-shirted,
rotund Woozy Winks in Police Comics #13 (Novem-
ber 1942), and the strip rose to even greater
heights of lunacy. Having rescued a drowning
swami, Woozy was rewarded with the gift of invulner-
ability to become "the man who cannot be harmed,"
and he decided to use his great gift for evil by turn-
ing to crime. When Plas tried to stop him, the great
crime fighter was attacked by lightning, giant hail-
stones and instantly sprouting trees, but he finally
defeated the indolent thief by making him feel
guilty: "Think of your mother — what would she say if
she knew about your crime career?" The newly con-
trite, if barely repentant, Woozy instantly became
Plas' ever-present crime-busting companion and
comic foil, a bumbling, always ravenous, leering,
cynical layabout who naturally stole the hearts of
his devoted readers.
Plastic Man soon became the cover star of
Police Comics and starred in the title for 102
issues, only being ousted when the title was
revamped into a true-crime comic in 1950. Plas
was also given his own comic in 1943, and this
flourished until Arnold sold the whole company to
DC Comics thirteen years later. The in-demand Cole
was co-opted into helping out on The Spirit newspa-
per feature when that series' creator, Will Eisner,
was drafted, which meant that he soon needed help
of his own to keep up production of his beloved
Plastic Man. By all accounts, Cole was heartbroken
that he could not handle all the work on his own,
but various Quality staffers, including Gwenn
Hansen and Bill Woolfolk on scripts and artists Al
Bryant, Gill Fox, and Charles Nicholas, all pitched in.
Cole was at his peak after World War II. His
kinetic style was now more fluid than ever and each
page overflowed with sight-gags and increasingly
bizarre characters. Plastic Man (who was by now an
FBI agent) never developed a regular cast of bad
guys but Cole delighted in inventing ever more
eccentric and bizarre wrongdoers for his hero to dis-
patch. Among many peculiar fellows, Cole created
Bladdo the Super Hypnotist, the Sinister Six, Amor-
pho, Abba and Dabba, and Wriggles Enright — in
fact, each story could boast someone memorable.
But as successful and creative as his work on the
strip was, Cole always craved more and had been
moonlighting as a gag cartoonist for years, finally
leaving the strip in 1954. Freed from his comics
workload, Cole soon found fame and wealth as the
leading cartoonist in the newly launched Playboy
magazine, and a few years later began work on the
newspaper strip Baby and Me. Tragically, the
intense and complex Cole killed himself at the
height of his success, in 1958, for reasons that
have never been clear, thus robbing comics of one
of its true giants.
In 1956, while DC was keen to keep publishing
such newly purchased Quality titles as Blackhawk
and Gl Combat, they inexplicably chose to ignore
Plastic Man, and the character was soon forgotten
by the company. Indeed, it was not until a decade
later, when DC was approached by an agency want-
ing to use the hero in a magazine advertisement,
that anyone in the company realized that it owned
the character at all. After a tryout in the "Dial 'H' for
Hero" strip, DC revived Plas for a new series in
1966, but without Cole's inspiration the comic was
a disastrous melange of tired TV parodies and
camp superheroics. A decade later, in 1976, DC
tried again, with art by the Cole acolyte Ramona
Fradon, and produced a very attractive series that
nevertheless never quite realized the heights of the
strip's golden years. This was followed by a 1980
run in Adventure Comics, with art by Joe Staton,
which was probably the truest to Cole's original
vision of any of the revivals and was prompted by
the unexpected arrival of a Plastic Man TV series
(titled The Plastic Man Comedy-Adventure Show,
which ran on ABC in 1979-1980 for a total of thirty-
two episodes.)
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Power Man
These ill-fated attempts illustrate a pattern in
which DC would resurrect Plastic Man each decade
(for example, in 1988 and 1999) for a well-crafted
miniseries or one-shot, which singularly failed to
find an audience. DCs most recent attempt at a
series, in late 2003, involved the left-field talents of
the inventive Kyle Baker and might yet prove to be
successful. Over the years, however, the company
has met with greater success when it has used the
hero as a bit-player in its superhero universe, team-
ing him with Batman numerous times in titles such
as The Brave and the Bold or inducting him into the
Justice League of America. In fact, in a 2002 JLA
storyline, it was revealed that Plastic Man had a
long-lost son!
In addition to the well-received series by Baker,
DC has tried to keep the character in the public eye
with occasional reprints of the strip's glory years, cul-
minating in a series of hardbacked "archives," col-
lecting Plastic Man strips from his very first appear-
ance onward. Another late-breaking development was
the publication in 2001 of the trade paperback Jack
Cole and Plastic Man: Forms Stretched to Their Lim-
its by Art Spiegelman and Chip Kidd. Though the hero
may not regain the level of popularity and acclaim he
enjoyed in the 1940s, the revival of interest in Cole
and his flexible hero is a long overdue and welcome
acknowledgment. — DAR
Power Man #39 © 1977 Marvel Comics.
COVER ART BY BOB BROWN AND JIM MOONEY.
Power /W aw
Not to be confused with Erik Jolsten, a superstrong
Caucasian Marvel Comics villain that splashed into
the pages of The Avengers in the mid-1960s, the
African-American superhero known as Power Man
(Luke Cage) represents a breakthrough in racial
diversity from Marvel's first great period of publish-
ing expansion in the early 1970s. While Power Man
wasn't Marvel's first African-American superhero —
that honor goes to T'Challa, the Black Panther, who
was introduced in 1966 (Fantastic Four #52) — he
blazed other, arguably even more significant pop-cul-
tural trails: (1) Luke Cage is the very first black
superhero to star in a regular series bearing his
name (beginning in Luke Cage: Hero for Hire #1,
1972); (2) his crime-fighting name does not contain
the adjective "black" (a la Black Lightning, Black
Goliath, and the Black Panther); and (3) he is Mar-
vel's first mercenary superhero.
Conceived by writer Archie Goodwin and pencil-
er George Tuska, Power Man starts life as a street-
wise Harlem native known only as "Lucas," a char-
acter whose derivation from the protagonists of
contemporary "blaxploitation" films such as Shaft
(1971) represents a real innovation for the super-
hero genre. Framed for the crime of heroin traffick-
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Power Man
ing by a former friend named Willis Stryker, Lucas
finds himself incarcerated in the Seagate maximum
security prison, where his self-righteous belliger-
ence provokes the ire of Albert Rackham, a racist
prison guard. Lucas' sole ally is Dr. Noah Bernstein,
who believes the prisoner's claims of innocence
and arranges for him to receive parole in exchange
for Lucas' participation in a hazardous chemical
experiment intended to catalyze human cell regen-
eration and to counteract old age and disease. Hop-
ing to kill Lucas, Rackham interferes with Bern-
stein's experiment when it reaches a critical junc-
ture, and the resulting chemical accident leaves
Lucas with superhuman muscle and bone mass,
incredible strength, and steel-hard skin. Lucas' prin-
cipal weakness is his hot temper.
Unaccustomed to his new abilities, Lucas lash-
es out at Rackham, leaving him apparently dead
(thus enabling Rackham to return later as a vengeful
badguy). Now believing himself to be a murderer,
Lucas escapes from Seagate, smashing through its
walls with his fists. Although the authorities think
Lucas has died during his breakout attempt, he
makes it to New York City, where he intends to con-
front Stryker. Unfortunately, Lucas also has no
means of support and lives in fear of being recog-
nized and recaptured. But after a restaurateur gives
him a cash reward for thwarting a robbery, Lucas
finds his niche: engaging in heroics in exchange for
money. He also adopts the name "Luke Cage" (an
amalgam of his real first name and his recent state
of confinement) and a costume that prominently fea-
tures an open-chested, yellow polyester shirt and a
belt made of heavy chain (also a symbol of incarcer-
ation). Cage goes on to get revenge on Stryker, who
was also responsible for the death of his girlfriend,
Reva, and begins confiding in Dr. Bernstein, who now
runs a New York City free clinic (Luke Cage: Hero for
Hire #2, 1972). Soon, Cage is actually scraping out
a marginal living via commercial superheroics (Luke
Cage: Hero for Hire #3, 1972), though he is general-
ly as likely as not to right wrongs in the world purely
out of unremunerated conscience.
During the first four issues of Luke Cage: Hero
for Hire, Goodwin did the lion's share of the writing,
with assists from Roy Thomas. Tuska and a young
African-American artist named Billy Graham provid-
ed most of the art (Graham was one of the few
blacks then working in the comics industry), and
writer Steve Englehart penned most of the next
dozen issues. Len Wein (co-creator of the 1970s X-
Men revival) took over the writing chores with issue
#17 (1974), by which time the series was retitled
Power Man, reflecting Cage's attempt to make his
enterprise more marketable by emphasizing his pro-
fessional moniker. In fact, Cage is forced to fight
the aforementioned villainous Power Man (Erik Jol-
sten) over the right to use the name (Power Man
#21, 1974). After a brief stint as a member of the
Defenders in 1975 Cage temporarily replaces the
Thing as a member of the Fantastic Four the next
year. During the 1970s, the hero's exploits caught
the attention of an enthusiastic young comics read-
er named Nicolas Coppola, who years later
achieved movie stardom using a Power
Man-inspired stage name: Nicolas Cage.
As "blaxploitation" films receded over the cul-
tural horizon along with the kung fu craze, in Power
Man #48 (1977) Marvel sought to salvage its
investment in both genres by introducing Power
Man to Iron Fist (Daniel Rand), a martial arts hero
whose own series had recently been canceled.
Under the creative guidance of the future X-Men
team of Chris Claremont (writer) and John Byrne
(artist), Power Man's two-fisted directness and Iron
Fist's disciplined rationality proved to be a good
mix. The pair go into business together under the
name of "Heroes for Hire, Inc." and the book's title
was changed yet again (Power Man and Iron Fist
#49, 1978). Writer James C. Owsley has called
Power Man and Iron Fist the best "buddy book"
Marvel Comics ever produced, describing it as "a
dysfunctional version of DC Comics' venerable
World's Finest series [which teamed Superman and
Batman]. It was [a] fairly standard opposites-attract
dynamic: the hardened cynic and the philosopher
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Power Man
from [mystical city] K'un-L'un. The humor was large-
ly based on Luke's reaction to Danny, and the inex-
plicable bond that grew between the two men."
The reconstituted series prospered under writ-
ers such Bob Layton, Mary Jo Duffy, Steven Grant,
Chris Claremont, Mike W. Barr, Dennis O'Neil, Kurt
Busiek, Archie Goodwin, Alan Rowlands, James C.
Owsley, and Tony Isabella, and such artists as Kerry
Gammill, Greg LaRocque, Denys Cowan, Keith Pol-
lard, Ernie Chan, Geoff Isherwood, Richard Howell,
Steve Geiger, and Mark D. Bright. As the stories
unfolded, various writers allowed Cage to evolve,
letting his slangy, stereotypical ethnic speech
become more realistic. "Issue #123 had a fabulous
panel," said writer Owsley (an African American),
"something I can't believe I got away with, where
Luke reveals [that] his 'Loud Angry Negro' routine
was just a put-on. It is difficult, by and large, for
white America to understand [that] the tribal slang
that is stereotypical of black America is an affecta-
tion and not a handicap. We can turn it on and off.
One minute, we're Don Blake, the next, we're Thor.
Luke can, absolutely, turn his slang on and off."
Power Man and Iron Fist ended in 1986
(though still selling well, it was canceled to make
room for Marvel's New Universe titles), along with
the life of Iron Fist, who dies at the hands of a char-
acter named (absurdly) Captain Hero; Cage is
blamed for Iron Fist's death (Power Man and Iron
Fist #125) and lives as a fugitive until his name is
formally cleared several years later. A true example
of comics publishing synergy, Power Man and Iron
Fist lasted longer together than either of them had
as solo heroes anchoring series of their own.
After more than half a decade as an occasional
guest star in other titles, Power Man earned anoth-
er series, simply titled Cage (1992). Despite Mar-
vel's efforts to make the book relevant in the age of
Rodney King (writer Marcus McLaurin is African
American), the series lasted only until issue #20
(1993). Though weary of superheroics-for-profit,
Power Man reluctantly allows himself to be talked
into rejoining the mercenary-hero business he had
started in the early 1970s; the new monthly Heroes
for Hire series (1997) not only brings Cage together
with such fellow superentrepreneurs as the Hulk,
Hercules (who is now no longer an immortal), Ant-
Man (Scott Lang), the Black Knight (Dane Whitman),
and the White Tiger (another martial arts hero), it
also resurrects the late Iron Fist, bringing him into
the group. Because Power Man has spent years on
the run, falsely blamed for Iron Fist's death, he har-
bors some resentment toward his old partner, and
the two have to work at patching up their relation-
ship. Unfortunately the new supersquad failed to
click with readers, getting the ax in 1999 after nine-
teen issues.
A more successful latter-day update of Luke
Cage came in 2002 from writer Brian Azzarello,
legendary artist Richard Corben (best known for
his colorful and expressive work in Heavy Metal
during the 1970s), and painter Jose Villarrubia.
Part of Marvel's adult-oriented MAX line, this
series (also titled Cage) dispenses with the char-
acter's 1970s canary-yellow "superpimp" shirt in
favor of gray vests, black stocking caps, and sun-
glasses — a look that is far more consonant with
modern inner-city, hip-hop, and gangsta rap sensi-
bilities. The series' R-rated language, though far
rougher than anything the industry's self-censoring
Comics Code Authority would approve even today,
is likewise far more realistic and authentic in com-
parison with earlier Power Man tales. This had not
been Cage's first appearance in the MAX line; a
similarly believable (if somewhat less gruff) ver-
sion had guest-starred as the iffy love interest of
Alias' super-private-eye star. After both Cage's own
MAX miniseries and Alias ended their runs, Cage
and Alias' headliner Jessica Jones moved over to
The Pulse! (2004-present), in which they are
revealed to be expectant parents! Though much
"grittier" than any of his predecessors, today's
Power Man makes it clear that this character is
more than capable of transcending the times that
spawned him and the unique circumstances of his
creation. — MAM
<&>
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Power Pack
Power Pack
During the early 1980s, mainstream superhero
comics such as Frank Miller's Daredevil were
becoming increasingly "gritty" and "hardboiled," a
trend of escalating violence that would reach its
apotheosis with such series as Batman: The Dark
Knight Returns (also by Miller, 1986) and The Pun-
isher (1986). But Power Pack, created in 1984 by
Marvel Comics writer-editor Louise Simonson (an
alumnus of such Warren horror magazines as
Creepy and Vampirella) and artist June Brigman
(also known for her work on Supergirl for DC
Comics and the syndicated Brenda Starr newspaper
strip), followed a decidedly different trajectory.
Power Pack is the tale of a quartet of siblings,
four young children who receive superhuman abili-
ties from a benevolent, horselike alien named
Aelfyre Whitemane, who with his sentient spaceship
seeks to thwart the invading reptilian Snarks. Alex,
Jack, Julie, and Katie Power are the children of Mar-
garet Power and Dr. James Power, who had invented
a technological device that the Snarks sought to
possess. To prevent this, Whitemane gives twelve-
year-old Alex the power to make objects lighter or
heavier (hence his superhero name "Gee," as in
gravity), bestows superspeed upon ten-year-old Julie
("Lightspeed"), confers upon eight-year-old Jack the
ability to expand and contract his body's molecules,
thus enabling him to alter his body's density at will
(and justifying his nickname "Mass Master"), and
empowers five-year-old Katie with the ability to
unleash powerful energy blasts from her hands (she
calls herself "Energizer," thanks to the inspiration of
a well-known television commercial). As the oldest
of the siblings, Alex becomes the group's natural
leader, carefully looking out for the younger kids
(especially the emotionally volatile Katie, to whom
Julie often refers affectionately as "Katie-bear").
Although many enthusiasts of the era's tradi-
tional superhero fare (primarily adolescent males)
disdained Power Pack, younger readers and those
who were themselves the parents of small children
found the series enchanting. Simonson's scripts
blended fairy tales with science fiction and chil-
dren's books (the evil alien Snarks, for example,
were straight out of Louis Carroll), juxtaposing the
backdrop of outer space with the real-world setting
of New York City, and presented relatively realistic
characterizations of children and their sibling rela-
tionships. Brigman's art had a gentle, expressive,
and whimsical quality that brought Simonson's
words and imagery to vivid life. The reason for the
distinctiveness of Brigman's illustrations may have
been her relative unfamiliarity with the comics medi-
um prior to working on Power Pack; being largely
unacquainted with the conventions and cliches of
the superhero genre, she wasn't enslaved by them.
While Power Pack's unusual content may have put
the series at a competitive disadvantage in terms
of sales, it provided seven years of highly original
comic-book storytelling. Power Pack evidently found
its unorthodox audience right away; though original-
ly conceived as a miniseries, Marvel quickly decid-
ed that the concept was strong enough to sustain
an open-ended monthly series.
During the first half of Power Pack's run, the
kids' adventures don't involve their parents, who
are at first entirely ignorant of their children's super-
heroic double lives. The group eventually expands
to encompass a nonfamily member, four-year-old
Franklin Richards, the son of the Fantastic Four's
Mr. Fantastic and Invisible Woman. Franklin, who
becomes an honorary team member, adopts the
supermoniker "Tattletale" because of his ability to
see events from five minutes in the future, thus
"telling on" bad guys before the fact (he also fre-
quently quarrels with the headstrong Katie). The
Powers also have a number of adventures with Kofi,
the son of Whitemane, the source of the group's
powers. During these adventures, the team is fre-
quently at odds with their father's former boss, who
becomes a supervillain whose name is calculated
to strike fear into the hearts of children: Bogeyman.
In addition, they frequently face big-league villains,
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The Powerpuff Girls
such as the fearsome mutant known as Saber-
tooth, their series taking part in such world-threat-
ening multiseries crossovers as Secret Wars II
(1986), The Fall of the Mutants (1988), Inferno
(1988), and Acts of Vengeance (1990).
Over the years the series also played host to
numerous high-profile Marvel guest stars, such as
Spider-Man, Cloak and Dagger, the X-Men, Wolver-
ine, the New Mutants, the Fantastic Four, the
Avengers, the Punisher, and even the all-but-omnipo-
tent eater of entire planets, Galactus. On one occa-
sion, Marvel used the Power Pack characters in a
special public service-oriented giveaway comic deal-
ing with child sexual abuse (Spider-Man/Power
Pack, 1984).
After Simonson's departure from the series
with Power Pack #40 in 1988, numerous other writ-
ers took custody of the Power kids, including Steve
Heyer, Jon Bogdanove, Judith Kurzer Bogdanove,
Julianna Jones, Terry Austin, Dwayne McDuffie, and
Michael Higgins, and the art chores passed from
Brigman to Mary Wilshire, Brent Anderson, Scott
Williams, Bob McLeod, Terry Shoemaker, Sal Vellu-
to, Whilce Portacio, Ernie Colon, Jon Bogdanove,
Tom Morgan, and Steve Buccellato. While Power
Pack was being published, a TV pilot based on the
property was produced, intended to launch a Satur-
day-morning cartoon series on NBC during the
1991-1992 season. Unfortunately, the show died
on the drawing board, just as the comics series —
its audience weary of so many creative-team
changes — was gasping its last.
During the run of the series, the superabilities
of the Power children were swapped around among
the four siblings on more than one occasion. The
first time this occurs (Power Pack #25, 1986), Alex
receives Katie's "zap" power, prompting him to
change his name to "Destroyer"; after getting
Jack's density-powers, Julie changes her nickname
to "Molecula"; Alex's original gravity-control powers
go to Jack, who becomes "Counterweight"; and
Julie's superspeed jumps to Katie, who is subse-
quently known as "Starstreak." The Powers' powers
received yet another random reshuffle three years
later {Power Pack #52, 1989) only to be restored to
their original owners in Power Pack Holiday Special
#1 (1992), the oversized magazine-format comic in
which the series concluded (the regular monthly
title had ended in 1991 after a sixty-two-issue run).
But permanent obscurity wasn't in the cards
for the Power family, lest Marvel risked losing its
trademarks on the characters. Under the name
"Powerhouse," a slightly older Alex Power joined the
1990s motley misfit superteam known as the New
Warriors (The New Warriors vol. 1 #64, 1995). In
this incarnation, Alex bears the powers of all four
Power Pack members. The rest of the Power sib-
lings recovered their abilities a few years later, how-
ever, when the original Power Pack team reassem-
bled in a four-issue miniseries (Power Pack vol. 2,
2000), written by Shon C. Bury and penciled by
Colleen Doran (whose beautifully rendered science-
fiction comic, A Distant Soil, makes her an ideal
Power Pack illustrator). Today Power Pack remains
alive, well, and charged with fond memories.
Though underemployed now, the Power kids stand
ready to return whenever the superhero readership
seems ready for kinder, gentler storytelling. — MAM
the Powerpuff Girts
Imagine a fairytale gone awry: When Professor Uto-
nium accidentally knocks over a vial of Chemical X,
his superheroine trio, the Powerpuff Girls, is born.
Originally designed to be a family of perfect sisters
concocted, literally, from the ingredients "sugar,
spice, and everything nice," instead these super-
powered kindergartners kick butt as they combat
evil and advance the forces of good — all while mas-
tering their ABCs. The team consists of Blossom
(the leader of the group and brains of the opera-
tion), Bubbles (the overly sensitive and bubbly one
who avoids sibling rivalry at all costs), and Butter-
cup (the tomboy of the group, always willing to fight
first). Blossom's element is everything nice, Bub-
yfi
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Project A-ko
bles' element is sugar, and Buttercup's is spice.
Since their core elements vary, so do their super-
powers: Blossom has ice breath, Bubbles can
speak to animals and has a Super Sonic Scream,
and Buttercup can create a tornado and shoot laser
beams from her hands. All three can fly.
As the girls' creator, father figure, and cfe facto
mentor, Professor Utonium raises and trains the
super-trio. Based in the city of Townsville, where the
mayor is able to call the girls on his hotline whenev-
er trouble arises, the girls attend kindergarten by
morning and combat villains such as Mojo Jojo,
Him, the Amoeba Boys, the Gang Green Gang,
Roach Coach, Elmer Sglue, Seduca, and the Row-
dyruff Boys by afternoon. They are also guided by
their teacher, Ms. Keane, who educates them in
kiddy curriculum and the benefits of peaceful reso-
lution at Pokey Oaks Kindergarten.
One of Cartoon Network's original animated
series, The Powerpuff Girls is the inspiration of ani-
mator Craig McCracken, who first conceived of the
superheroine trio as a project for a college class at
the California Arts Institution in 1992. Three years
later Cartoon Network executives saw McCracken's
concept and gave the girls their first pilot in 1995;
a second pilot soon followed. By 1998, The Power-
puff Girls was a television series, raved about for its
rich blend of action, engaging storytelling, and
smart humor. Behind-the-scenes talent includes
McCracken (who also serves as the show's execu-
tive producer), Dexter's Laboratory creator Genndy
Tartakovsky (who often directs), and the voice tal-
ents of Catherine Cavadini (Blossom), Tara Strong
(Bubbles), and Elizabeth Daily (Buttercup). Since
landing their own gig, the Powerpuff Girls have fared
well for themselves, drawing strong ratings, winning
awards, and branding themselves on a wide array of
girl merchandise, including clothing, lunchboxes,
jewelry, dolls, and toys.
Catering to a grade-school-age girl demograph-
ic, The Powerpuff Girls is successful because it pro-
vides young girls with an example of dynamic
female superheroines — girls just like them — who
are empowered and empowering. With unique abili-
ties, minds of their own, and strong character
traits — the antithesis of their names — these girls
are forces to be reckoned with. In 2002, the super-
trio segued from television to the silver screen with
their own self-titled animated feature film. With their
popularity at its peak, the perky threesome shows
no signs of slowing down. — GM
Powers: See Everyday Heroes
PrqjectA-ko
For a period of about ten years, starting in the late
1970s, anime went through what can only be called
a "Golden Age" in Japan. Television and movies
were joined by the OVA (Original Video Animation)
format, which offered advantages over television or
film animation. Titles such as Mobile Suit Gundam,
Dr. Slump, Macross, and Urusei Yatsura became
multimedia hits, from comics to animation to mer-
chandising. Studios were breaking away from tradi-
tional stories or taking them in different directions.
Of course, such a Golden Age was ripe for parody.
Perhaps the best-known parody of that time
was released in Japanese theaters in 1986. The
makers of the film would never have guessed, how-
ever, that the film would become popular not just in
Japan, but in many other countries as well, includ-
ing the United States. The film was Project A-ko,
released by APPP There is a strong, coherent story
to Project A-ko, despite the fact that nearly every
element of anime is satirized in it. First, the title is
a spoof of the 1983 Jackie Chan film Project-A.
Among other things satirized are: Giant robot
(mecha) shows such as Macross; alien invasions;
Captain Harlock, the classic space pirate created by
Leiji Matsumoto; the red, white, and blue "sailor
suit" Japanese schoolgirl uniform; post-apocalyptic
anime and manga such as Hokuto no Ken (Fist of
the North Star); and even American superheroes.
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Project A-ko
This last one is not evident until the end of the film.
In short, the film is an action-packed comedy/paro-
dy, in some ways reminiscent of the 1980 film Air-
plane! This made it a runaway success in Japan and
a favorite among American anime fans (otaku),
despite the language barrier.
Project A-ko opens with a mysterious meteor
(possibly an alien craft) hitting Graviton City,
destroying it completely. Sixteen years later, as the
Earth probe Constellation is launched from Space
Station L-lll, the focus is back on the rebuilt Gravi-
ton City, constructed from advanced technology
reverse-engineered from the alien spacecraft. None
of this matters to A-ko Megami, who is late for her
new school and rushes there — at rather incredible
speed — with her friend C-ko Kotobuki in tow. Com-
pared to the red-haired, serious, and superstrong A-
ko, C-ko is a bubble-headed blond crybaby, and
worst of all, cannot cook. At the school, the Gravi-
ton Institute for Girls, both of them (who happen to
be wearing the wrong uniforms) are introduced by
the teacher, Miss Ayumi ... but also watching is B-
ko Daitokuji, a violet-haired, spoiled rich girl who
has it in for A-ko and wants C-ko for herself. With
her minions, B-ko uses her fortune and her aptitude
for mecha design to send a variety of machines to
defeat A-ko. A-ko, with her super-strength, defeats
all of B-ko's creations.
Finally, B-ko, in frustration, unleashes her ulti-
mate weapon, the "Akagiyama 23" armed with
"Super High Grade Missiles." This weapon only gets
laughs from the girls at the school, for it resembles
a dark-purple bathing suit with a helmet. That only
makes B-ko angrier, and she unleashes a furious
assault on A-ko. The two end up battling through the
school and the surrounding city, causing massive
damage (of course, remember that this is a come-
dy). However, there is an even greater threat ... an
approaching alien ship, crewed by women, is search-
ing for a lost princess who disappeared sixteen
years earlier. Their spy, "D" (who looks masculine
but is a female, a fact on display near the end of the
film when [s]he fights A-ko with a sword and shield,
dressed in a bikini), has been observing A-ko and C-
ko, but is always run over by A-ko. The alien captain
Napolipolita (resembling a transvestite version of
Captain Harlock) is also an alcoholic, and takes her
vessel further into Earth's atmosphere, following
"D"'s confirmation that the lost princess is on the
planet and is C-ko. Earth's military forces launch a
desperate counterattack, but are nearly decimated.
(It should be noted at this time that the front of
the alien ship resembles Captain Harlock's famous
vessel, the Arcadia. Remember, this is a parody.)
A-ko and B-ko, still fighting, run right into the
invasion, and C-ko is kidnapped and taken aboard
the alien ship. The antagonists call a temporary
truce and head off to the ship. A-ko nearly doesn't
make it, but gets aboard using a swarm of alien
missiles as stepping-stones. On board, A-ko, B-ko,
and C-ko end up in a no-holds-barred battle against
each other, the alien crew, "D", and the Captain
(who is going through withdrawal and just needs
one more drink), resulting in the destruction of
most of the vessel, with the remains coming to rest
on top of Graviton City's military base. The next day,
wearing the right school uniform, A-ko leaves as her
parents Clark Kent and Diana Prince watch. Togeth-
er, her and C-ko head to school as the two most
popular girls....
The fact that A-ko's strength is owed to her
famous parents — who happen to be American
superheroes — is a major plot twist in the film. It cer-
tainly took many American otaku by surprise. Super-
man and Wonder Woman are not unknown charac-
ters in Japan (the former being a large influence on
the manga Dragonball Z, and its animated adapta-
tion), but one must wonder if DC Comics is even
aware of the use of two of their major characters in
such a manner as depicted in Project A-ko and its
sequels. Despite being the child of two great cos-
tumed superheroes, A-ko herself does not change
into a typical "superhero" costume.
An argument can also be made that the con-
flict between A-ko and B-ko satirizes the relation-
*jtf>
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Project A-ko
ship between the United States and Japan, with one
side being the strongest member of the club, and
the other trying to knock them down using knowl-
edge and application of technology.
The staff for the film included director Katahiko
Nishijima, producer Kazufumi Nomura, and Yuji
Moriyama, who did triple duty as screenwriter, ani-
mation director, and character designer. Moriyama
had previously worked on such titles as the Urusei
Yatsura TV series and the movie Only You, as well
as the Crusher Joe anime property; after A-ko he
would work on the classic anime film Wings ofHon-
neamise, Royal Space Force for the iconoclastic
anime studio Gainax. In a rare move, all the songs
for the film are performed in English, with Ameri-
cans Richie Zito (Flashdance) and Joey Carbone
(Star Search) creating the soundtrack. Moriyama
himself would become a popular animation director
in both Japan and the United States; in the late
1990s, he would also become a favorite speaker at
American anime conventions. Strangely enough, he
would direct another comedy involving a super-
strong teenager (albeit an android one) — the anime
adaptation of Yuzo Takada's manga All-Purpose Cul-
tural Catgirl Nuku-nuku.
With the success of Project A-ko, it was only a
matter of time before sequels arrived. Three
sequels were made, but all eschewed the movie
theater for the OVA format. Moriyama worked on
these sequels, including the last one, entitled Pro-
ject A-ko: Final. The title was not entirely accurate;
a fourth sequel of sorts, the two-part OVA Project A-
ko Versus was released in 1990 with the parts
labeled "Grey Side" and "Blue Side." The OVA itself
was a major retelling, or more accurately, a major
revision: A-ko and B-ko are older "gun for hire" part-
ners, and C-ko is the rich daughter of a wealthy
magnate. There are also more elements of space
opera present. What was not present was Moriya-
ma; for him, Final was the truly the last. None of the
sequels attained the success of the original film,
for fans found that, while funny and action-packed
in their own right, the sequels lacked the unique
charm of the first film.
With the rise of anime fandom and apprecia-
tion, the Project A-ko film and sequels would soon
see official release in the United States and else-
where. The New York-based distributor Central Park
Media (CPM) gained the rights to the A-ko franchise
in the early 1990s and from 1992 to 1995
released them in both subtitled and dubbed for-
mats (which were broadcast on the Sci-Fi Channel
as well). When it came to merchandising, CPM did
not disappoint. The domestic version of the sound-
track for the original movie was released by CPM,
which was no doubt a relief to many fans; they no
longer had to pay a high price for the original Japan-
ese release. CPM went even further, releasing
comic book adaptations of the film and OVAs. The
first film was adapted by Tim Eldred, with Ben Dunn
providing the art. This adaptation was released as a
four-issue series by Malibu Comics, then released
as a graphic novel "Director's Cut" by CPM. Eldred
would return to do adaptations of the sequels for
CPM as part of Studio Go!; he provided both script
and art with assists from John Ott. The Montreal-
based publisher lanus Publications released Project
A-ko: The RPG, a role-playing game that also func-
tioned as a major source of background information
regarding the world that A-ko and friends inhabited.
Since nothing of the sort had ever appeared in
Japan, the comic adaptations and the RPG were
unique to North America. The popularity of Project
A-ko among American otaku is such that the film is
listed as an essential title to see, or is ranked very
high on the list of "most popular." This fact amazed
Yuji Moriyama, who admitted that he was surprised
to hear of the series being so popular among Eng-
lish-speaking fans.
Such was Project A-ko's popularity in both
Japan and America that it is easy to miss out on
one curious fact: one of the studios that did anima-
tion for the film was Gainax, which would also
release its own wildly popular satire of anime and
anime fandom, Otaku no Video. A descendant, in a
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Promethea
sense, of Project A-ko would be the 1999 anime
series Excel Saga; one could also count Gainax's
own FLCL as well. Both shows, like the first A-ko
film, do have a firm storyline, but are filled with
madcap comedy and plenty of anime references
that are satirized. And again, both shows are very
popular among English-speaking otaku. — MM
PvometJhea
Even by the innovative standards of writer Alan
Moore's ABC comics line, Promethea is one of the
most unusual superhero series ever published, a
fantasia of compelling quests and mystical transfor-
mations that rivets the reader with scarcely a punch
being thrown.
Debuting in 1999, the book's storylines con-
cern the fabric of the supernatural and the nature
of creativity itself, exploring the world of the imagi-
nary and drawing together many spiritual beliefs in
a surprisingly unified mythos. Promethea is the
name of a little girl in fifth-century Roman Egypt who
is saved by her sorcerer father as Christian zealots
close in on him. While the father and his way of life
fall, the girl is spirited to the Immateria, a heaven-
like dimension that all creatures of the imagination
spring from and return to. Since legends don't die
like humans, the girl's spirit survives, manifesting in
the real world to creative people who channel her
essence or project it onto others.
In the modern day, young college student
Sophie Bangs is researching a character called
Promethea who has oddly recurred through history
in seemingly unconnected popular fiction, from
florid romantic poetry to pulps and comics. Visiting
Barbara Shelley, the widow of the last man to write
a Promethea comic, she is rebuffed before learning
the woman's secret: Used as the model for her hus-
band's stories, she took on the Promethea identity,
as did her forebears through other means (including
painters inhabiting their own imagery). Bangs gets
Promethea #1 © 1999 America's Best Comics.
COVER ART BY J. H. WILLIAMS III AND MICK GRAY.
caught up in Shelley's losing battle with a group of
demons (the middle-aged, unglamorously-built hero-
ine being one of many uncommonly realistic portray-
als of women in the series), and, at a crucial
moment, Bangs realizes that she is to be the next
Promethea, whom she first turns into by scrawling a
poem about the legendary heroine.
Shelley dies as Bangs takes over, defeating the
demons and embarking on an apprenticeship with
Promethea's previous incarnations (who still reside
part-time in the Immateria). This leads to an amusing
sequence of issues in which these varied popular
reflections of womanhood, from Orphan Annie-esque
airhead to protofeminist 1920s tough-gal and
S**
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The Punisher
beyond, take Sophie through their worlds. The newly
trained Promethea returns for a rematch with the
demons, who have possessed New York's mayor en
masse and control him in turn, leading to even more
inconsistencies than the average politician.
Dispatching the demons again, Bangs decides
she must travel to the afterworld for a proper farewell
to Shelley (who has chosen not to rest in the Immate-
ria but to try and join her late husband). Leaving her
brash best friend Stacia Vanderveer in charge of the
earthly plane as a substitute Promethea (with both
humorous and hair-raising results), Bangs begins a
lengthy quest through multiple levels of reality, finding
Shelley's spirit and traveling onward to the essence
of God itself. The worlds they visit along the way offer
some of the most intriguing and moving reflections
on mortality and eternity in any medium, a philosophi-
cal odyssey that most comics writers would be
thought mad to attempt.
Having successfully explained the universe and
depicted God with neither bombast nor cliche,
Moore turned to the small task of envisioning the
end of the world, selecting Promethea as the set-
ting for the apocalyptic conclusion to the whole ABC
line in 2003-2004.
In every issue, artist J. H. Williams III matched
Moore's intricate writing with ornate page designs
based on mystical charts and M. C. Escher-esque
visual paradoxes, which dazzled without ever confus-
ing the reader. The series could veer from uproarious
satire to touching pathos; entire issues would be
written in verse or illustrated in paint; all-in-all, it was
that rare comics series with both beautiful art and
experimental formats that never sacrificed clear and
captivating storytelling. Even if the book ends forever,
it will, like its heroine, undoubtedly live on. — AMC
1he Pwi fsher
Anticipating such "grim and gritty" 1980s super-
hero fare as Batman: The Dark Knight Returns and
MARVEL *3 IN A FOURJSSUE LIMITED SERIES
The Punisher #3 © 1985 Marvel Comics.
COVER ART BY MIKE ZECK AND PHIL ZIMELMAN.
Watchmen by more than a decade, Marvel Comics'
Punisher is one of the medium's quintessential anti-
heroes. Created by regular Spider-Man writer Gerry
Conway and Marvel art director John Romita, Sr.
(and unveiled in Amazing Spider-Man vol. 1 #129,
1974), the Punisher captures a 1970s vengeance-
against-crime Zeitgeist best exemplified in the larg-
er culture by the gunplay-laden Dirty Harry films of
Clint Eastwood, the Death Wish cinematic blood-
baths of Charles Branson, and Don Pendleton's
men's adventure paperback hero, The Executioner.
Indeed, the original Punisher concept was for an
Execut /'oner-like hero, whom Conway dubbed the
Assassin. Both editor-in-chief Stan Lee and the
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The Punisher
Comics Code Authority, however, vetoed that name
as too amoral and violent. The newly renamed Pun-
isher sported a distinctive, skull-emblazoned black
costume (designed by Romita) that recalled the
garb of the Black Terror, a Golden Age (1938-1954)
hero from Standard Comics.
Though originally conceived as an adversary for
Spider-Man, the Punisher is no mere garden-variety
criminal; rather, he views himself as a crusader
against all criminals, many of whom don't survive
their encounters with him. Long before Frank Cas-
tiglione first takes up the formidable weaponry and
body armor of the Punisher, he plans on entering
the Catholic priesthood, only to abandon his clerical
aspirations after learning that forgiveness is not his
strong suit. Leaving his seminary studies behind,
he falls in love with Maria Falconio, and the two are
soon married and begin raising a family. Castiglione
also enters the U.S. Marines, where (as Frank Cas-
tle) he receives training in land, sea, and airborne
combat and becomes proficient in underwater
demolitions. Rising to the rank of captain while
serving on various combat fronts, Castle earns the
nickname "Punisher" because of his tenacious pur-
suit of the enemy (The 'Nam #52-#53, 1991),
eventually becoming a military training instructor.
While on leave, Castle takes his family on a
picnic outing in New York's Central Park, where they
inadvertently witness a gangland execution. The
mobsters next gun down Maria and the Castle chil-
dren, Frank Junior and Christie. But Castle himself
survives, deserts the Marine Corps, and brings all
of his considerable military expertise to bear in a
one-man war against the underworld (the Punisher's
oft-retold origin, which is very like that of the Execu-
tioner who served as his template, first appears in
Marvel Preview #2, 1975). Unlike the typical comic-
book crime fighter, the Punisher utilizes a varied
arsenal of both lethal and nonlethal weapons,
including an automatic M-16 rifle, pistols, concus-
sion bombs, tear-gas grenades, and a fully armed
and armored battle-van. Although Castle never hesi-
tates to use lethal force against the criminals he
stalks, he maintains a strict military code of honor
that eschews the use of violence against innocent
parties, including civilian police forces, which he
allows to arrest and incarcerate him (briefly) without
resistance. Despite his extralegal, overly violent
methods, the Punisher regards himself as a protec-
tor of the helpless and the innocent.
Nevertheless, the Punisher's extreme world-
view puts him on an ethical collision course with
Spider-Man in their first encounter back in the
1970s, during which the two stake out highly polar-
ized positions in American society's eternal law-and-
order debate. The wall-crawler sees the Punisher as
a dangerous loose cannon who should not be
allowed to roam the streets; Castle regards Spider-
Man as a foolish idealist who lacks the strength
and resolve to give criminals the harsh treatment
they deserve. Spider-Man survives this initial clash
largely because the Punisher does not entirely
believe the bad press the Daily Bugle newspaper
routinely gives the wall-crawler (editor J. Jonah
Jameson sees Spider-Man in much the same way
that Spidey does the Punisher). Probably because
1970s comics audiences (to say nothing of comic-
book editors) were not yet ready for the Punisher's
moral ambiguity, the character spent the next sever-
al years as a mere guest star, primarily in the Amaz-
ing Spider-Man comic.
But the Punisher was not destined to languish
for long on Marvel's back bench, and arguably owes
much of his far greater success in the 1980s to
two influential men: Ronald Reagan, the embodi-
ment of the nation's tough, rightward swing during
this period; and Frank Miller, the innovative young
writer-artist who began using the take-no-prisoners
Castle as a foil for his gritty, film noir version of
Daredevil (which he introduced in Daredevil vol. 1
#182-#184, in 1982). Miller's Punisher is still
clearly a criminal, though treated sympathetically;
his code of honor and his calculating nature receive
more emphasis than do his violent, vengeance-
inspired lawbreaking. But Miller makes no bones
about the Punisher's goals. "The Punisher is an
30b
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The Punisher
avenger," said the cartoonist. "He's Batman without
the lies built in. They come from the same root.
They're created by the same fears. The same kind
of fear that I feel every time I ride the subway." Por-
trayals of the character by writers other than Miller
varied widely during this period; for example, Spec-
tacular Spider-Man #82 (1983) portrays a Punisher
who is so maniacally obsessed with small legal
infractions that he shoots at litterbugs and red-light
runners (happily without hitting them).
As a (largely unfounded) fear of increasing
street crime gripped the nation throughout the con-
servative Reagan era, comics audiences were
increasingly receptive to the lethal vendetta of the
Punisher, who finally landed his own five-issue
miniseries in 1986 (cover-dated January-May). Mar-
vel followed this successful effort with The Punish-
er, an ongoing monthly title debuting in July 1987.
Such was the character's expanding success that
November of the following year saw the introduction
of The Punisher War Journal (a new monthly title); a
third series, The Punisher: War Zone, began its run
in March 1992. The Punisher also headlined a
plethora of miniseries and graphic novels, some of
which featured as guest stars such popular Marvel
characters as the Black Widow and Wolverine. Dur-
ing the late 1980s and early 1990s, a Punisher
guest appearance in any sluggish-selling Marvel
title all but guaranteed significant additional sales.
The Punisher even graced the pages of two inter-
company crossovers with DC Comics' Batman (Pun-
isher/ 'Batman: Deadly Knights, and Batman/Pun-
isher: Lake of Fire, both in 1994) — and even turned
up in a crossover with Archie of Riverdale High (The
Punisher Meets Archie #1, August 1994)! The Pun-
isher's vengeful legacy even survives into the far
future with the monthly Punisher 2099 series (its
thirty-four-issue run began in February 1993), in
which Public Eye Special Operations agent Jake Gal-
lows wages war against criminals as an armored,
high-tech vigilante.
During this period of intensive Punisher publish-
ing, the character achieved increasing complexity,
revealing more of his inner motivations. Not only
does Frank Castle harbor a hatred for criminals of
the sort that slew his family, he also hates being the
Punisher— just as he despises himself for having
failed to protect his family when it mattered most.
But Marvel's overexposure of the character clearly
took its toll as readers seemed to tire of Castle and
his grim mission. July 1995 saw the end of all three
of the main ongoing Punisher series. Still, the Pun-
isher subsequently made a comeback as part of the
highly successful Marvel Knights superteam series
(vol. 1), which began in July 2000, and can also be
seen in numerous miniseries, one-shots, and guest
appearances since the turn of the millennium.
The Punisher made it to the silver screen in
1989 (courtesy of New World Pictures) with Dolph
Lundgren starring, fresh from the role of He-Man in
Masters of the Universe (1987). The movie's quality
and fidelity to the original were lax — the hero's
skull-emblem was removed because the filmmakers
deemed it "too comic-booky" — though it spawned a
Marvel comic-book adaptation (The Punisher Movie
Special, June 1990) and the premiere (in Septem-
ber 1989) of The Punisher Magazine, a large maga-
zine-format monthly series that lasted only sixteen
issues. The Punisher's cinematic future includes a
second feature film released in 2004, with Thomas
Jane (of Face/Off, Boogie Nights, and Dreamcatcher
fame) starring as the eponymous artilleried avenger,
proudly displaying the skull emblem across his
chest. Produced jointly by Artisan Entertainment
and Marvel, the film's teaser campaigns describe
the Punisher as a former U.S. Marine and special
agent turned vigilante, emphasizing his real-world
superheroic skills, such as his finesse with explo-
sives, large caliber guns, tactical weapons, and
hand-to-hand combat. Overexposed or not, the grim
crusade of the Punisher will doubtless continue for
many years to come. — MAM
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*9r
Radioactive Man: See Bartman
Relevance: See African-American Heroes; Anti-
drug Series; Bronze Age of Superheroes
(1970-1979); Green Arrow; Green Lantern
Rising Stars
The night skies above the small town of Pederson,
Illinois, are illuminated by a bright flash of extrater-
restrial light in 1969, and the lives of 113 soon-to-
be-born individuals are changed forever. The chil-
dren born after "the flash" (as the event came to be
known) are genetically enhanced, each bearing
superpowers. The government monitors the "Spe-
cials," quarantining them at Camp Sunshine for
observation, treatment, and training. After a coun-
selor is killed by one of the children, the govern-
ment tries to keep the lot of them in custody, but
the parents sue. When the case reaches the
Supreme Court, a compromise is set: Dr. William
Welles will both aid and supervise the children, and
if any are determined to be dangers, they will be
taken into custody.
Years later, most of the Specials are adults.
Some have become celebrities, while others are vir-
tual unknowns. Some are superpowered protectors
of the law, while others are criminals. Those who
leave Pederson are tracked by the government. But
when low-powered Specials begin showing up dead,
it appears a serial killer is stalking the Specials.
John Simon, the hero known as the Poet, is dis-
patched to find the murderer, but stopping the
crimes may not be so easy — especially when it is
revealed that every time a Special dies, the others
gain something. And by 2032, only one Special
remains, and he has a story to tell ...
Rising Stars is one of a number of critically
acclaimed series — including Watchmen, Powers,
Astro City, Marvels, and a handful of others — which
examine how superheroes might affect the real
world, and how real people would react to super-
powered beings living among them. Although there
are 113 Specials, the series mainly focuses on
about two dozen of them. These include Matthew
Bright, a tough police officer with strength and flight
powers; Elizabeth Chandra, a superstrong model
who appears to everyone as the ideal woman; Lau-
rel Darkhaven, a telekinetic assassin with a special-
ty of killing terrorists; Randy Fisk, a.k.a. Darkshad-
ow, a street vigilante with flight, strength, tracking
powers, and a computer-equipped Shadowcave; Lee
Jackson, a pyrokinetic with a deadly secret in his
past; Joshua Kane, a.k.a. Sanctuary, a hermaphro-
ditic televangelist who hides his true, female form
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399
Robin
r^* ; "-■;
Rising Stars #1 © 1999 J. Michael Straczynski and Top
Cow Productions.
COVER ART BY KEU CHA, JASON GORDER, AND LIQUID!
from everyone; Stephanie Maas, a.k.a. Critical
Maas, a woman with multiple personalities and the
ability to mind-control other Specials; Jason Miller,
a.k.a. Patriot (and Flagg), a strong masked super-
hero working as a corporate spokesperson; and
John Simon, a.k.a. the Poet, the withdrawn narrator
of the Rising Stars story and the most powerful of
all the Specials.
A twenty-four-issue maxi-series, Rising Stars is
the creation of writer J. Michael Straczynski (also
creator of the popular TV series Babylon 5). Wanting
total creative freedom and ownership of his proper-
ties, Straczynski brought Rising Stars to Top Cow,
an imprint of Image Comics. The first issue
appeared in August 1999. Additionally, a Bright
miniseries saw print in 2003, and a pair of Rising
Stars novels were published in 2002, written by
Arthur Byron Cover. A series of action figures was
released by Palisades in 2001. Straczynski also
wrote the feature film script for Rising Stars: Born
in Fire in late 2000, adapting the first story arc for
an MGM and Atlas Entertainment movie. After the
script was drastically revised by Anthony Russo and
Joe Russo, tensions flared between Straczynski and
Top Cow, and the future of the film deal is now in
question. Still, the comic-book series stands as a
critical and fan favorite, and a landmark in the syn-
ergy between comics and other media (with
Straczynski's crossover from the world of TV mirror-
ing that of screenwriter/director Kevin Smith from
the world of film to comics) like Marvel's Daredevil
and DCs Green Arrow. Clearly, Straczynski caught
the comics bug — literally — going on to write Mar-
vel's prestigious Spider-Man among other comics,
including the somewhat Rising Stars-like hit
Supreme Power, also for Marvel. — AM
Robin
*oo
Imagine swooping from the rooftops and rushing
into peril alongside a dark-cloaked crusader, crush-
ing criminals while having the time of your life. Such
is the appeal of Robin the Boy Wonder, Batman's
death-defying junior partner, who epitomizes the
designation "sidekick" more so than any other
comic-book superhero. Touted as "the sensational
character find of 1940" in his inaugural appearance
in Detective Comics #38, Robin, premiering a scant
eleven months after the debut of his cowled men-
tor, was envisioned by Batman creator Bob Kane as
a hero with whom juvenile readers could identify.
Kane's hunch was correct: the Boy Wonder's intro-
duction not only instantly elevated the already-popu-
lar Batman's sales, it also spawned a legion of imi-
tators, including the Shield's Dusty, Captain Ameri-
ca's Bucky, and Green Arrow's Speedy.
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Robin
Val Kilmer (Batman) and Chris O'Donnell (Robin) team up as crime-fighting partners in Batman Forever.
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*o,
Robin
Robin the Boy Wonder was actually Dick
Grayson, the youngest of a family of circus aerial-
ists, who witnessed his mother and father plunge to
their deaths from a sabotaged trapeze. This murder
was also observed by millionaire Bruce (Batman)
Wayne, who as a child had similarly watched his
own parents die. Batman took this vengeful young-
ster under his wing, training him as his partner. And
thus the most famous of superhero teams — Bat-
man and Robin, the Dynamic Duo — was born. But
while both Wayne and Grayson's childhoods were
shattered after seeing the executions of their par-
ents, the heroes' parallels ended there. Batman
was brooding and grim, demonically clad in shadowy
hues. But Robin was buoyant and robust, ostenta-
tiously outfitted in a red tunic; green shorts, boots,
and gloves; and a yellow cape. With gymnastic flash
and the crime-fighting arsenal in his utility belt, the
Boy Wonder laughed in the faces of his foes, pun-
ning while pummeling. Before long, the line dividing
the Dynamic Duo's styles began to blur, with Bat-
man's attitude becoming more jovial and Robin
learning detective skills from his teacher.
Robin accompanied Batman on a host of
1940s and 1950s escapades in Detective, Bat-
man, and World's Finest Comics, protecting their
home of Gotham City against routine thugs and a
growing contingent of colorful psychotics including
the Joker, Catwoman, and the Penguin. The charac-
ters' acclaim became so immense that their comic-
book adventures soon spawned a short-lived news-
paper strip, a guest sequence on the Superman
radio program, and two movie serials, Batman in
1943 and Batman and Robin in 1949. Robin the
Boy Wonder was even awarded his own series in
Star-Spangled Comics, beginning in 1947 and con-
tinuing for several years thereafter.
During those innocent times, no one pondered
the threat of child endangerment facing young Dick
Grayson each time he leapt into action as Robin
(although the theme would be addressed in 2000 in
the flashback miniseries Robin: Year One). Real-life
psychiatrist Fredric Wertham, however, perceived a
„fit
different menace to the Boy Wonder and to the boys
reading Batman and other comic books. In his
1954 indictment of the comics industry, Seduction
of the Innocent, Dr. Wertham labeled the relation-
ship between Batman and Robin as "homosexual,"
and the resulting backlash sparked U.S. Senate
hearings that nearly put comics out of business.
Batman and Robin limped along through the late
1950s and early 1960s, plagued by mundane,
often ridiculous stories and by the inclusion of the
"Batman Family" (Batwoman, Ace the Bat-Hound,
Bat-Mite, and the original Bat-Girl, the latter of
whom was Robin's sometime-girlfriend, devised to
erase the notion of a gay partnership between the
Boy Wonder and his adult companion). Sales
dropped precipitously and the Batman titles
teetered on the brink of cancellation.
In 1964, editor Julius Schwartz revitalized the
Batman franchise with a movement called the "New
Look." Robin was now clearly a teenager, and while
still an enthusiastic juggernaut of justice, he began
to come into his own, joining other powerful adoles-
cents as the Teen Titans. In 1966, ABC-TV's wildly
successful, campy Batman series made the Dynam-
ic Duo pop icons and catapulted actor Burt Wart
into instant stardom in his role of Robin. Ward's
earnest portrayal of the Boy Wonder birthed a
national catchphrase: "Holy [insert your favorite
noun here], Batman!" Millions of boys wanted to be
Robin, masquerading as the young hero for Hal-
loween and playing with the plethora of Robin (and
Batman) merchandising that permeated the mid-
1960s retail market. And millions of girls went ga-
ga over the groovy Boy Wonder — Ward was a teen
idol, his masked visage gracing the covers of 16
and Tiger Beat fan magazines.
By late 1968, the television series sputtered
out of steam and the comic books were returning
Batman to his darker roots as a "creature of the
night." Robin emerged from Batman's shadow: He
became the "Teen Wonder" and Dick Grayson vacat-
ed the Wayne mansion and the Teen Titans for Hud-
son University. In the early 1970s, Robin appeared
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Robotman
in a series of relevant (for the times) backup stories
in Batman and Detective, fighting corporate fatcats
and student unrest instead of supervillains. After a
decade of sporadic appearances, Robin the Teen
Wonder fronted a new incarnation of the Teen Titans
that launched in 1980, and fell in love with team-
mate Starfire. In February 1984, Dick Grayson per-
manently shed his red tunic, ultimately adopting a
new superhero guise as Nightwing. Despite these
changes in the comics, television and movies pre-
served Grayson in the role of Robin: Via a variety of
Batman animated programs from the late 1960s
through the early 1990s; in the long-running Super
Friends TV series; and twice on the big screen, with
actor Chris O'Donnell playing Grayson/Robin in
director Joel Schumacher's Batman Forever (1995)
and Batman & Robin (1997).
Even though Dick Grayson sported a new hero-
ic name, the legend of Robin the Boy Wonder lived
on, fueled by tradition and copyright protection. Suc-
ceeding Grayson as Robin in 1983 was Jason Todd,
a troubled teen who, after a largely unpopular stint
as Batman's aide, was slaughtered by the Joker in a
1988 event stemming from a DC Comics-spon-
sored phone-in contest where readers decided the
new Robin's fate. A new, female Robin appeared in
writer/artist Frank Miller's Batman: The Dark Knight
Returns in 1986, although this four-issue series
occurred outside of the regular DC Comics continu-
ity. In 1989, a tech-savvy teen named Tim Drake
entered the life of Bruce Wayne — having cleverly
inferred Batman's true identity — lobbying to become
the new Boy Wonder. Reluctant to mentor another
partner for fear of repeating Jason Todd's ghastly
demise, Batman resisted, but eventually Drake
adopted the Robin identity, albeit in a new, modern-
ized uniform. The Drake version of Robin has, as of
2004, twice made the leap into animation: first in
The New Batman/Superman Adventures (1997),
then in the Teen Titans series airing on the Cartoon
Network in 2003. In his subsequent comic-book
adventures with and without Batman, the new Robin
has begun to question his commitment to crime
fighting, and realizes that it's probably not his life's
work. If Tim Drake ever hangs up his mask and
cape, it is inevitable that another Robin will take his
place. — ME
Robotman
Robotman was one of the little jewels in the DC
Comics superhero lineup of the 1940s and, while he
never graduated beyond backup status, he is still
fondly remembered by comics historians to this day.
Dreamed up by Superman creator Jerry Siegel,
Robotman premiered in Star Spangled Comics #7
(1942) with an unusually dark and gritty origin story
that gave little indication of the type of yarn that
would come to typify the feature. While working late
one night, scientists Bob Crane and Chuck Grayson
are disturbed by hoods, and in the ensuing melee
Crane is fatally shot. By luck, the pair had been
working on a prototype robot, and Grayson toils
through the night to transplant his stricken col-
league's brain into the body of their experiment. With
the operation seemingly a failure, Grayson is hauled
away by the police, but the next day Crane wakes up
as the apparently invincible Robotman. Donning a
synthetic facemask and hands, Robotman adopts
the pseudonym of Paul Dennis and tracks down his
"killers" before freeing his hapless colleague.
In a slightly macabre twist, our hero kept the
Dennis identity, attended his own funeral and struck
up a romance with his grieving girlfriend, Joan
Carter. It would be a year later before she found out
that her old and current boyfriends were one and
the same, when his true identity was revealed dur-
ing a trial (in issue #15) to determine whether he
was really a human being. That issue was a turning
point in the series, as the tone gradually lightened
from then on, the creative team was changed, and
editors introduced a new companion. From its
inception, the strip had been written by Siegel and
drawn by members of his Superman co-creator Joe
Schuster's Art Shop, including Paul Cassidy. With
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*OS
Rock Superheroes
issue #25, veteran newspaper artist and Western
devotee Jimmy Thompson was the unlikely choice
as new artist, but he rose to the task magnificently.
Thompson had an elegant, sophisticated style with
a well-developed design sense and the lightest of
touches — he even did his own lettering. Much of
the feature's enduring appeal is due to Thompson's
graphic mastery, although a lot of its success at the
time was due to Robotman's new assistant, Robbie
the Robodog.
Editors introduced Robbie (in issue #29) to give
Robotman someone to talk to, but he soon devel-
oped a feisty personality of his own. Much like his
creator (Robotman himself), Robbie could venture
into the outside world disguised in a convincing
outer skin, albeit covered in fur. He also fancied him-
self as something of a detective and was a keen fan
of Sherlock Holmes, often depicted with his nose
stuck in one of Doyle's novels. These were the
strip's glory years, but everything changed when the
feature was moved to Detective Comics in 1948.
Gone were supporting cast Joan Carter, Chuck
Grayson, Robbie, and even Jimmy Thompson, and in
their place were a succession of colorless hoodlums
and the rather less exciting art of Joe Certa. Robot-
man's 1950s strips were characterized by robotic
enemies (Robot Robber, Robot Crook); an ever-
changing robotic body, complete with outlandish gim-
micks; and a less humorous tone to the stories.
However, while it may have lacked the exuberance of
its early years, the series enjoyed a creditable run
up to 1954 (finishing in Detective Comics #202) for
an impressive total of 139 episodes — far more than
many of its more lauded competitors.
The next time readers came across a Robot-
man (in the early 1960s) it was Cliff Steele of the
Doom Patrol, who shared a similar origin to the
Crane/Dennis character but was a far more edgy,
embittered individual. In the 1980s, longtime
Robotman fan Roy Thomas reintroduced his child-
hood favorite into comics when he included him in
the lineup of the All-Star Squadron in a series of
wartime stories, which occasionally retold some of
his original adventures (such as his trial). In the All-
Star Squadron, Robotman was very much a bit-part
player, with little of his original humor. Nonetheless,
his six-year run with the team was a welcome coda
to his early triumphs. Prior to his success, robots
had often been portrayed as cold, sinister, and vil-
lainous (with the exception of Otto Binder's pulp
hero Adam Link, a clear inspiration), but Robotman
opened the way for other synthetic heroes to come,
including Marvel Comics' Vision. — DAR
Hock Superheroes
The first KISS comic book hit the newsstands on
June 28, 1977. The comic won accolades for its
publisher Marvel Comics, which sold hundreds of
thousands of copies to the supergroup's fans. How-
ever, it was not the first appearance of the band in
comic-book form (that came with a guest shot in
Marvel's Howard the Duck #12 earlier that year),
nor was it to be the band's last. And though KISS's
success in comics is perhaps the most well known
(and oft-cited), it is not a unique phenomenon for
rock musicians, who have often guest-starred in
both real-life and superheroic form.
Pre-KISS rock phenomena to appear in comics
include Elvis Presley in / Love You, Featuring Elvis
(Charlton Comics, 1966) and the Beatles, who
appeared in several one-shots over the years,
including The Beatles: Complete Life Stories (Dell,
1964) and Girls' Romances (DC Comics, 1965).
Riding on the Fab Four's guitar strings were the
Monkees, whose 1967-1969 Dell series lasted
seventeen issues. The Monkees series was the
first to feature a band in superhero form — as the
Monkeemen — though not in every issue. The super-
group premise came from the successful Monkees
TV show, where in several episodes the Monkees
leaped into a phone booth to become the Mon-
keemen, four superheroes in identical costumes
who possessed superstrength and the ability to
defy the laws of nature. DC must have been watch-
t*0«*
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Rock Superheroes
ing the show — and the comic's sales figures —
before it brought out Maniaks, a short-lived series
about a fictional mod-rock quartet that dabbles in
superhuman stunts and campy adventures (Show-
case #68, #69, and #71, 1967).
During the 1970s, publishers like Marvel tried
their hand at adapting the rock-and-roll genre to
comics, with mixed success. In addition to its best-
selling KISS comic, Marvel published an unautho-
rized "Beatles Story" biography in Marvel Comics
Super Special #4 (1978), a second KISS appearance
in Marvel Super Special #5 (1978), and Alice Coop-
er's debut in Marvel Premiere #50 (1979). Shortly
thereafter, Marvel introduced original rock-music-
based superheroes with its Dazzler series (March
1981), about a roller-skating rock-disco singer whose
mutant ability to turn sound into brilliant light comes
from her singing voice; and then with its Nightcat
series in early 1991, based on an album released
through RCA Records featuring singer Jacqueline
Tavarez, about a rock singer who gains catlike powers
after being injected by a secret cat serum at the
hands of an evil scientist. (In the almost-super cate-
gory, for years Marvel's longtime supporting-cast
member Rick Jones picked up a guitar and toured
folk clubs in between stints as the company's num-
ber one superhero sidekick, while late 1970s follow-
ers of Shang-Chi, Master of Kung Fu could often
count on the hero puzzling over Fleetwood Mac lyrics
or meditating to blasting Rolling Stones albums in
between bouts of martial-arts mayhem.)
Other publishers to emerge with their own rock
and roll heroes include the short-lived Skywald Pub-
lishing, whose superhero Butterfly was a soul singer
in her alter ego of Marian Michaels (Hell-Rider #1,
1971). In 1987 Eclipse Comics published a one-shot
Captain EO comic, the official 3-D comic-book adapta-
tion of the George Lucas 3-D movie/rock video direct-
ed by Francis Ford Coppola. Only available for viewing
at Disney theme parks, the seventeen-minute-long
short and the comic starred Michael Jackson as a
futuristic space hero. Practically every rock star from
the 1950s onward cameoed in Mike Allred's Red
Rocket 7 (Dark Horse Comics, 1997-1998), the
saga of a prophetic extraterrestrial rocker.
Amongst these blips on the screen emerged
and endured KISS, whose larger-than-life stage per-
sonae make for perfect comic-book characters. With
the 1977 KISS comic, Marvel mixed band members'
blood with the red ink that was used to print the first
run. Never ones to pass up a marketing opportunity,
band members complied with the promotional ploy
invented to ignite sales of the first edition, even
showing up at the printing plant to donate blood. In
1997 Todd McFarlane Productions published KISS:
Psycho Circus. Influenced by the vision of Spawn cre-
ator and Image Comics co-owner Todd McFarlane,
this series "was born with a decidedly darker edge to
it," according to KISS frontman Gene Simmons. Dark
Horse Comics launched its own KISS comic (KISS
#1) in July 2002, written by X-Men's Joe Casey, with
art by Mel Rubi (of Joss Whedon's Angel), and covers
by J. Scott Campbell (Danger Girl) and Leinil Francis
Yu (X-Men, High Roads). A superteam aesthetic dri-
ves this new series, with "lots of fun, over-the-top vil-
lains," according to Simmons, who also calls the
series "the Fantastic Four of the twenty-first century"
in a Dark Horse press release.
Overseen by Simmons, Dark Horse's KISS series
turns these rock-and-roll icons into the ultimate super-
hero team. Years after the split-up of these four
superpowered warriors, each member has followed
his own path. The Demon (Gene Simmons) is a boun-
ty hunter; the Starchild (Paul Stanley) is an artist who
lives with a race of women warriors in South America;
the Spaceman (Ace Frehley) is an intergalactic loner
adrift in the solar system; and the Catman (Peter
Criss) is almost all beast, with very little humanity left
in him. The heroes band together in an effort to save
their bestial brother from his destructive rampages,
and a new comic book is born....
Besides KISS, a long list of rock groups — from
Led Zeppelin to Aerosmith — have appeared in Revolu-
tionary Comics' Rock 'n' Roll line. Even Billy Ray Cyrus
appeared in a Wild West comic-book adventure in
1995 from Marvel's short-lived Marvel Music line,
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The Rocketeer
launched in 1994 with licensed titles that featured
musicians such as KISS (again), Alice Cooper, AC/DC,
KRS-One, and Bob Marley. Many of the comics tied in
with album releases and videos or were packaged
with CDs, cassettes, and other merchandise. Malibu
Comics graphic-novelized the careers of bands like
Black Sabbath in the company's early 1990s Rock-It
line, and in the 2000s shock-rocker Rob Zombie mas-
terminded the hit Rob Zombie's Spookshow Interna-
tional comic from MVCreations. In the world of
manga, rock and movie star Courtney Love is the
inspiration for TOKYOPOP's Princess Ai, a 2004 series
featuring an outspoken young heroine who disguises
herself as a nightclub performer modeled after Love.
And to discuss another outlet for superheroic
antics, several well-known rock music videos feature
superhero takes: Prince's 1989 "Batman" features
Prince as a half-Batman/half-Joker, with Batmen and
Jokers performing as background dancers; Eminem's
2002 video "Without Me," presented in classic Bat-
man comic-book style, showcases the hip-hop artist
impersonating Batman's sidekick Robin; and Shania
Twain displays superheroic action in her semi-animat-
ed "I'm Gonna Getcha Good" video from 2003.
These aren't the only examples of the rock-to-
comics crossover reversing from comics into rock —
the nucleus of David Bowie's legendary Spiders
from Mars band was an early 1970s outfit called
Hype in which Bowie and his bandmates dressed as
superheroes onstage; Todd McFarlane has illustrat-
ed album covers for KORN and others; myriad alter-
native-rock favorites convened in 1999 for a
"soundtrack album" to the Witchblade comic; and a
number of bands of all genres have taken their
names from superhero secret identities, from Peter
Parker to David Banner. — GM
The Rocketeer
In 1991 few moviegoers would have been aware
that The Rocketeer had been a comic book before it
was a film, but in fact the character had been a cult
favorite in print for years before he appeared on the
silver screen. The character's genesis was inauspi-
cious, to say the least: Artist Dave Stevens was
approached at a comic-book convention by upstart
publishing house Pacific Comics to fill a couple of
six-page gaps at the back of their new Starslayer
comic. Pacific was desperate and simply did not
care what Stevens came up with, but to their
undoubted surprise the resulting strip provoked a
torrent of rapturous acclaim. With a blank canvas to
work on, Stevens decided to indulge his love of
1930s movie serials, especially the ones featuring
Commando Cody a.k.a. Rocketman (King of the
Rocketmen, Radar Men from the Moon, and Zom-
bies of the Stratosphere), and created a beautifully
rendered homage to a more innocent age.
The story, set in 1938, begins with a couple of
hoods on the run from the law, who stash a stolen
rocket pack in the cockpit of stunt pilot Cliff Sec-
ord's plane. Discovering the strange contraption
(effectively a small rocket with a harness to attach
it to the pilot's back), Secord seizes on it as the
chance for him to become a star at his local air-
field, earning him lots of money and impressing his
girlfriend Betty. With the help of his curmudgeonly
pal Peevy (based on Jonny Quest creator Doug
Wildey), he fashions himself a costume of brown
breeches, flying jacket, and metal-plumed steel hel-
met and flies into action. As a normal human being
with no superpowers or superweaknesses to speak
of, Secord as the Rocketeer relies on his super-
fast rocket pack to help him save the day.
Inevitably, the hoods who had stolen the jet pack in
the first place (Nazis, of course) want it back, as
does the FBI and its mysterious inventor (a thinly
veiled Doc Savage, complete with cohorts Monk
and Ham). This initial story appeared in Starslayer
#2 and #3 (1982) and the strip was promoted to
the lead feature in the first two issues of Pacific
Presents, before being wrapped up two years later
in a Rocketeer special edition from Eclipse Comics
after Pacific went under.
tflfr
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The Rocketeer
Stevens had two trump cards: First, he was a
fantastic artist, whose mastery of brushwork was
second only to his mastery of the female form —
which brings us to the comic's second selling point,
Secord's girlfriend Betty. Stevens based Betty's
appearance on a largely forgotten 1950s pinup
model, Bettie Page and, as fans devoured the comic
and bought up posters of the fictional Betty in
droves, interest was revived in the character's origi-
nal inspiration. From forgotten model to major twen-
tieth-century icon, Bettie Page's re-emergence as a
sex symbol, with a merchandising machine to
match, stemmed almost entirely from the pages of
The Rocketeer. If Betty was a remarkable comic-
book character, so too was the artist's depiction of
the 1930s milieu surrounding her adventures with
Secord. Stevens delighted in delineating the eccen-
tric architecture of prewar Hollywood, its stylish cars
and airplanes, and its sense of fun.
However, Stevens' burgeoning career as a
comic-book artist was matched by his successful
life in Hollywood's movie world as a storyboard
artist and designer, which meant that it was four
more years before a second Rocketeer adventure
was serialized. This new tale appeared in 1988,
from new publisher Comico. Then Comico went bust
after only two issues of the comic, and it was an
astonishing six years before the final installment
crept out, published by Dark Horse Comics. The
new yarn was, if anything, even more majestically
drawn than the earlier episodes, and featured hard-
boiled gangsters and old-time carnivals and freak
shows, not to mention the Shadow (in all but
name), complete with autogyro.
Both stories did well in comic-book form but,
long before the first tale had even been completed,
The Rocketeerwas optioned by Hollywood and eight
years later (in 1991) the live-action feature film
finally appeared, from the unlikely stable of Disney.
The Rocketeerwas directed by Joe Johnston, a long-
time friend of Stevens, and starred Billy Campbell
and Jennifer Connelly. Connelly's role, significantly,
was as a new damsel-in-distress, and not Betty (Dis-
Rocketeer Adventure Magazine #1 1
COVER ART BY DAVE STEVENS.
' 1988 Dave Stevens.
ney was wary of the character's connection with the
real-life Page and her pinup background). The film
was reviewed as a breezy family entertainment film
with great special effects. Careful viewers noted the
multiple Hollywood references, such as an effective
villain (played by Timothy Dalton) that was clearly
based on early film actor Errol Flynn. Disney saw
the project as a merchandising bonanza, but its lov-
ing re-creation of a bygone era failed to connect
with a young audience, and so the merchandise
was abandoned and the option for two sequels was
not executed.
Since the Rocketeer, Stevens has largely left
comics behind, preferring to concentrate on covers,
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*o?
Ronin Warriors
paintings, and film work. However, his character will
doubtless live on in its old comics, with their charm-
ing storyline and luxurious artwork continuing to
entertain and inspire. — DAR
Ronin Wavrfors
Five teenagers are granted superhuman powers to
battle an evil leader and his minions. The heroes
often interact with mythical figures, and while the
five are powerful as individuals, they are an unstop-
pable force when united. This is a typical scenario
for popular anime in Japan. In the 1990s, an exam-
ple of it first appeared on American television in the
form of the series Ronin Warriors.
The English-language version of Yoroiden
Samurai Troopers, Ronin Warriors was first broad-
cast on syndicated television in the United States
from 1995 through 1996. The name Ronin Warriors
was chosen to avoid confusion with two live-action
shows running on American television at that
time — VR Troopers and Samurai Cyber Squad. In its
original Japanese version it first aired on Japanese
television in 1988 and ran for thirty-nine episodes.
The show's popularity in Japan led to three sequel
OVA (Original Video Animation) series, merchandise,
and a 1992 manga Shin Yoroiden Samurai Troopers
(New Legendary Armor Samurai Troopers). There
was also a special laser disc collection released in
Japan in the early 1990s. The series was produced
by Sunrise, a studio better known for its giant robot
shows such as Mo5/7e Suit Gundam and Heavy
Metal L-Gaim. In fact, the series supervisor for
Samurai Troopers was Sunrise veteran Ryosuke
Takahashi, more famous for creating and directing
mecha (giant robot) series such as Armored Trooper
Votoms and Gasaraki.
Many Americans were aware of the show's
Japanese look, but not its origins; nor did they real-
ize that the show was part of a unique subgenre of
anime, the "Magical Armor Team." Two other shows
were part of this category — Saint Seiya (1986) and
Legend of the Heavenly Sphere Shurato (1989). All
three shows had common elements: a core group
of five good-looking male teenagers with powerful
armor that possesses magical properties; each suit
being essentially the same in design while each
has its own individual color; and a single, powerful
evil overlord that the team has to defeat or else all
is lost. The overlord also has his own lieutenants
that do his dirty work for him, and these enemies
have their own special abilities. The five heroes can
transform from their civilian identities into their
armor; this is accomplished in an often-repeated
animated sequence. There is also a strong female
character that helps the heroes, as well as an older
character that acts as both a guide and a sage.
There are many violent battles between the main
characters and the forces of evil. A final ingredient
is mythology — each series is based on a particular
one, with a great deal of liberties taken. Saint Seiya
was based on Greek mythology; Shurato took Bud-
dhist and Hindu lore. Samurai Troopers — and thus
Ronin Warriors — used Shinto symbolism.
The use of five team members as major
heroes had been a staple of anime and sentai (live-
action science fiction shows featuring special
effects and actors in costumes portraying both
heroes and evil monsters) since 1972; that was the
year that Tatsunoko Studio's Science Ninja Team
Gatchaman premiered on Japanese television and
changed anime forever with the introduction of its
five main characters. They would set a standard
that would be duplicated, expanded upon, and
reimagined over the following years. One prominent
example is the popular 1990s shojo ("girls' comic")
manga and anime versions of Lovely Soldier Sailor
Moon, which employs five teenage girls instead of
boys as the main heroes.
Graz Entertainment and the Ocean Group han-
dled the English-language adaptation; with only a
few changes — mostly regarding the names of char-
acters and the music — Samurai Troopers' storyline
was left relatively untouched when it became Ronin
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Ronin Warriors
Warriors. Talpa, a powerful and possibly immortal
sorcerer, seeks to conquer the human world. He
has tried before, but one thousand years ago, the
Ancient One thwarted him. Ever on guard for the
Dark Lord's return, the Ancient One created nine
suits of mystical armor — resembling stylized samu-
rai garb — from Talpa's own armor. When Talpa
returns in modern-day Japan, four of the mystical
"Armor Gears" are used by his lieutenants Cale,
Anubis, Sekhmet, and Dais. These "Dark Warlords"
are opposed by five teens using the remaining
Armor Gears — Ryo, Kento, Sage, Cye, and Rowen.
Their allies are the Ancient One, the white tiger
White Blaze, a teenage girl named Mia Koji, and
Ully, a courageous nine-year-old boy. The five teens,
as the Ronin Warriors, go into combat against Talpa
and his army, with nothing less than the fate of the
world at stake.
Each Ronin's armor represented a particular
element from nature, and each hero had a ten/7
symbol on his forehead that represented a specific
Shinto virtue. Power came not just from the armor,
but from the courage and will of the five teens
themselves; in later episodes, Ryo would use the
White Armor of Hariel which drew its power from his
four friends.
Ronin Warriors' popularity was high among
males (the series, after all, had a great deal of
action), but the show was also very popular among
female viewers, especially teenage girls — no doubt
a result of five good-looking male leads! Yet the
series was also very strong on characterization;
each character was given more than a paper-thin
personality. Villains that might have been cardboard
cutouts were complex beings, and in the cases of
Anubis and Lady Kayura, honorable to the point of
changing sides and joining the heroes in their
quest. By the final episode, all the heroes and vil-
lains joined forces to defeat Talpa once and for
all — at least, one hoped so. Only by joining forces
could the heroes hope to stop the enemy (in fact, a
tactic used by Talpa was to separate the five heroes
and send his Dark Warlords to take each Ronin out
one at a time). Personal egos had to be put aside
for the greater good.
After the syndicated run, the thirty-nine
episodes were rerun on the Sci Fi Channel. Bandai
Entertainment released the series on DVD starting
in 2002, but with episodes from both Ronin War-
riors and Samurai Troopers on each DVD. Merchan-
dising was far below the level of Samurai Troopers,
but action figures of the main heroes and villains
were released in America during the series' run.
The English-language voice actors became popular
guests at American anime conventions in the late
1990s, and Sakura Con 2002 featured Norio
Shioyama, the series' character designer, as a
guest. As of early 2004, the sequel OVAs have not
been released in the United States. — MM
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Sartor
Moon
In 1972, Tatsunoko Productions' Science Ninja Team
Gatchaman ushered in a new concept in anime — the
five-member superhero team. Since then, that con-
cept has been featured in anime such as Yoroiden
Samurai Troopers (Ronin Warriors in the United
States), Saint Seiya, Shurato, and Golion (the Voltron
Lion Team). Yet the main characters were almost
exclusively male; there was only one female member.
Twenty years after Gatchaman, however, the team
concept was changed again, and the result brought
an entirely new energy to manga and anime. The
series responsible for this change was Sailor Moon.
Lovely Soldier Sailor Moon began as a short-
lived manga created by Naoko Takeuchi called Code-
name Sailor V in 1991. The main character was a
mask-wearing heroine whose costume was modeled
after the "sailor suit" uniform worn by Japanese
schoolgirls. Yoshio Irie, the new editor of the monthly
shop ("girls' comic") magazine Nakayoshi, latched
onto the possibility of using the manga as the first
step in a multimedia franchise — one that could be
launched simultaneously in comics, television, and
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merchandising. Takeuchi reworked Codename Sailor
V, creating new characters and adding new elements
to the story. She also drew from her love of super-
heroes and sentai (live-action sci-fi/fantasy) series.
What emerged was a shojo title that was a superhero
adventure, with the main characters being five
teenage girls — something unheard of at the time. In
January 1992, Bishop Senshi Sailor Moon began
running in Nakayoshi, but in February the animated
series began airing on Japanese television. Normally,
there would be a period of several months, or even
years, between the manga 's initial run and its anime
adaptation. In the case of Sailor Moon, the manga
and anime were running concurrently, another first in
the Japanese pop-culture world.
The staff involved in the production of the
Sailor Moon animated series included directors
Kunihiko Ikuhara and Kazuhisa Takenouchi and
character designers Kazuko Tadano and Ikuko Ito,
among others. Toei Animation produced the anima-
tion for the series in Japan, which would eventually
run for more than two hundred episodes over five
years. Each season also had a different title; after
season one's Sailor Moon, there was Sailor Moon
R, Sailor Moon S, Sailor Moon Super S, and Sailor
Moon Sailor Stars, the final season, which ended in
1997. The manga's run also ended that year. The
popularity of the series led to the production of
*ll
Sailor Moon
Sailor Moon #1 © 1998 Naoko Takeuchi.
COVER ART BY NAOKO TAKEUCHI.
three animated theatrical films that were released
in Japan— Sailor Moon R(1993), Sailor Moon S
(1994), and Sailor Moon Super S (1995).
The manga and anime followed the adventures
of Usagi Tsukino, who by all appearances is a cheer-
ful teenage girl. She is also lazy and a whining cryba-
by, ignoring her schoolwork and daydreaming. Every-
thing changes when she meets a talking black cat
named Luna, who is searching for the reincarnation
of the Moon Princess Serenity. Usagi is told that she
is Princess Serenity, reborn. Using magical items
that include a wand and a tiara — plus powers given
to her by Luna — Usagi transforms into superheroine
Sailor Moon, who becomes the leader of the Sailor
Warriors; the remaining four are named after plan-
ets: Sailor Mercury (Ami Mizuno), Sailor Mars (Rei
Hino), Sailor Jupiter (Makoto Kino), and Sailor Venus
(Minako Aino). Each heroine wears a "sailor suit" of
a particular color, and each has powers based on
the "elements" of fire, water, wood, and love. The
team must face a growing threat to the universe in
the form of Queen Beryl and her master Queen Met-
allia. The Sailor Warriors' main allies are Luna,
Artemis (a magical white cat), and the mysterious
Tuxedo Mask, who is actually the girls' classmate
Mamoru Chiba. Mamoru is also the reincarnation of
Endymion, Princess Serenity's beloved.
While the manga and anime did have humor
and action, both also had strong storylines, well-
developed characters, and a strong element of
romance. In addition, the five heroines were always
victorious when working together — an important
component of the "five-member team" anime con-
cept, and one that appealed to a girl audience. To
fans, the characters were "real" — they had typical
teenager issues; one can easily see parallels with
Spider-Man's alter ego, Peter Parker. "The attraction
of Sailor Moon is that it enables young girls to fan-
tasize themselves as powerful as their brothers'
macho superheroes, without losing any of their fem-
ininity," notes Maurice Horn's The World Encyclope-
dia of Cartoons (1999).
True to form, the series did not shy away from
killing off major characters — in fact, the first season
of the anime series ended with the main cast being
killed off during the final assault on Queen Beryl's
lair (but they were revived at the episode's end).
Even the courageous Tuxedo Mask had to be saved
by the Sailor Warriors on several occasions. Usagi
accepts her role as the leader of the Sailor Warriors
and grows in experience and maturity. Over the next
four seasons, more villains would be introduced,
but also new Sailor Warriors — Saturn, Uranus, Nep-
tune, and Pluto. One major new character was Chibi
Usa, young girl from the future ... who happens to
be the future daughter of Usagi and Mamoru. In the
course of the series, it is revealed that Usagi and
Mamoru become the future rulers of the Silver Mil-
%\fc
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Sandman
lennium; as Queen Serenity and King Endymion,
both rule peacefully over thirtieth-century Earth,
where all have eternal life and beauty.
The success of the manga, anime, and mer-
chandising for Sailor Moon made it one of the most
popular anime franchises of the 1990s. The series
had high ratings and drew an audience that was
predominately female, but also attracted males. It
was inevitable that an American release would soon
follow. DiC produced an English-language version of
Sailor Moon for release on American syndicated
television in 1995. Names were changed — Usagi
became "Serena," and the Sailor Warriors became
the "Sailor Scouts"; a new English-language theme
song was created. Unfortunately, the attempt nearly
ended as a major failure. Many stations broadcast
the series at time slots that were too early in the
morning for viewers; others simply did not know the
target audience. The triad of manga-series-market-
ing push that had been successful in Japan was not
repeated in the United States. Also, the series was
heavily edited to remove elements that were regard-
ed as too mature or sophisticated for children;
whole episodes essentially had their stories radical-
ly altered. The series was canceled after its first
season in 1996 — yet all was not lost.
In Canada, the first two seasons were aired
successfully on the YTV network. In the United
States, an Internet-based movement called S.O.S.
— Save Our Sailors — was organized to create peti-
tions and appeal to network executives to bring the
series back to television. The campaign was a
resounding success; Sailor Moon was aired briefly
on the USA cable network in 1997, and was picked
up by the Cartoon Network in 1998. With a better
timeslot and full-fledged promotion, the series
became the network's highest-rated show. To the
delight of fans, the first four seasons of Sa/7or
Moon were aired on television. TOKYOPOP/Mixx
Entertainment produced the English translation of
the manga; first for the comic magazine Smile and
then as an ongoing series. The company also
released original novels based on the series written
by Lianne Sentar. Guardians of Order produced a
role-playing game and a collectible card game (CCG)
and Irwin Toys of Canada produced toys and dolls.
Sailor Moon and her team appeared in books, on
apparel, on mugs, and in calendars, just about
everywhere that the pop-culture eye roamed. The
series was also parodied, most notably by American
writer-artist Adam Warren in his 1998 three-issue
miniseries Gen 13: Magical Drama Queen Roxy.
In 1999, Pioneer began releasing subtitled and
dubbed versions of the three Sailor Moon movies. The
movies were uncut and unedited (although the initial
English-language release on VHS was edited for con-
tent). ADV Films began releasing the edited English-
language version produced by DiC on DVD in 2002,
but in 2003 the company released an uncut, subtitled
version of Sailor Moon's first season on DVD, with
plans to release the entire five seasons in the future.
Sailor Moon triggered a new wave of manga
and anime that combined shojo and action; among
the titles were Fushigi Yuugi, Magic Knight
Rayearth, Card Captor Sakura, Escaflowne, and
Revolutionary Girl Utena (created by Kunihiko
Ikuhara, one of Sailor Moon's directors). Naoko
Takeuchi was a guest at the 1998 San Diego
Comic-Con International. Even though it ended in
1997, the show is still popular in Japan and around
the world. In the United States, the Sailor Scouts
are popular "cosplay" characters, in a branch of
fandom in which both males and females dress up
as members of the team at conventions and other
events. — MM
Samurai Troopers: See Ronin Warriors
Sandman
When he first appeared in the summer of 1939 (in
Adventure Comics #40) the Sandman was only the
fourth superhero in comics history, and the third
published by DC Comics (then National Publica-
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Sandman
tions) after Superman and Batman. However, he did
not possess any superpowers. Like Batman's alter
ego, Bruce Wayne, Wesley Dodd was a millionaire
playboy who put on a costume to confront hood-
lums and ne'er-do-wells, armed only with his fists
and wits — and a rather handy gas-gun. Dodd's cos-
tume, such as it was, consisted of a purple cape, a
slouch hat, a smart suit, and a gold gas mask (nec-
essary because his modus operandi was to gas his
foes into slumber with the pull of his trigger).
Unusually for superheroes of the period, the Sand-
man's elegant society girlfriend, Dian (also Diane)
Belmont, knew his secret identity and had a habit of
helping him out on assignments, invariably dressed
in a diaphanous ball gown.
The men responsible for these early episodes
were prolific writer Gardner Fox and the young but
talented artist Bert Christman. Sadly, Christman left
the strip to seek adventure of his own as one of
General Claire Chenault's legendary Flying Tigers,
and was later killed while flying over China in the
early days of World War II. His replacement was the
equally talented Craig Flessel but, despite the strip
being one of the best-crafted features of the era,
DC decided to spice it up by giving the Sandman a
yellow and purple superhero costume and a young
sidekick named Sandy Hawkins. A few issues later,
the transformation was complete when Joe Simon
and Jack Kirby, recently defected from Marvel
Comics, took over the creative reins (with issue
#72) and turned it into an all-action slugfest.
The Simon and Kirby Sandman punched first
and thought later, and the strip became a frenetic
display of all-out battles and daredevil heroics.
Unlike other wartime features, the Sandman and
Sandy generally fought organized crime and the
occasional Norse god rather than the Third Reich.
The strip was the cover feature of Adventure Comics
throughout the war, but its quality suffered when its
creative team was drafted (as creative teams often
were at the time) and, in February 1946, it became
one of the first casualties of the peacetime comics
slump and lost its place to Superboy. At the peak of
%v*
his popularity in both his guises, the Sandman was
featured in comics such as World's Finest, World's
Fair, and, as a member of the Justice Society of
America, in All Star Comics; it was the latter group
that would prove to be his savior.
While the Silver Age (1956-1969) superhero
boom of the 1960s saw a whole range of new char-
acters, it also revived some of the old favorites and,
for many years, the Justice Society appeared in an
annual crossover with the Justice League of America.
Between 1966 and 1974, the Sandman was a fre-
quent member of the Justice Society in those team-
ups, though it was always in his earlier, gas-mask
costume. The last of those stories revealed, some-
what implausibly, that for many years Sandy had
been lurking around, transformed into a giant sand
creature. Things got even stranger for our hero when
Simon and Kirby created another Sandman (pub-
lished in January 1974 as the one-shot titled Sand-
man #1 and later picked up as a brief mid-1970s
series), a yellow-suited hero who lived "somewhere
between heaven and earth" in a secret hideout
where he monitored people's dreams. Complete with
monstrous assistants, Brute and Glob, this Sandman
battled the likes of Dr. Spider, the Sealmen, General
Electric, and various frog people. Perhaps inevitably,
it was just a short-lived experiment but it served,
some years later, as the inspiration for yet another
Sandman, who premiered in 1989.
This radical reinvention, written by Neil Gaiman,
was a fantasy series starring Morpheus (the Sand-
man of the title, also known as Dream, the Prince of
Stones), an angelic-looking girl named Death, and
numerous other characters from the realm of
dreams. While Morpheus had little to do with previ-
ous incarnations of the Sandman character, the
comic's enormous critical and commercial suc-
cess — Sandman #19 won the World Fantasy Award
for Best Short Story in 1991 — rekindled interest in
the character. The Sandman comic sold more than 1
million copies per year, and Gaiman was heralded as
the creator who reignited a medium, with Norman
Mailer proclaiming, "Along with all else, Sandman is
TH£ SUPBBHeiZO BOOK
The Savage Dragon
a comic strip for intellectuals, and I say it's about
time." This excellence of writing, in fact, attracted
acclaimed guest-talent, including Clive Barker, Sam
Keith, and Todd McFarlane. Ten Sandman short-story
collections have appeared as of 2004; and Warner
Bros, has optioned Sandman for a movie. Though
the series ended in 1996, Gaiman has returned to it
for such special events as the hardback collection
Endless Nights (2003), and a number of spinoffs by
other creators have appeared.
In 1993 the original Sandman returned in the
Sandman Mystery Theatre comic. This Sandman spin-
off series effectively retold the story of Wesley Dodd
and Dian Belmont from their very first adventures, and
featured guest stars such as Blackhawk and Hour-
man. It ran for seventy issues — much longer, ironical-
ly, than its 1940s forerunner — and ended in 1999
with Dodd and Belmont heading off for wartorn
Europe. As if that wasn't enough, yet another Justice
Society revival starred an elderly Dodd, still wearing
the gas mask, in modern-day adventures, one of
which told of how he died. In the 2000s he has been
replaced by "Sand" (actually an incarnation of side-
kick Sandy!), a gas-masked hero who can transform
into his namesake substance (like the Marvel Comics
Spider-Man villain also named Sandman); a sure sign
of a concept and character durable enough to with-
stand the sands of time. — DAR
The Savage Dragon #4 © 1993 Erik Larsen.
COVER ART BY ERIK LARSEN.
the tasrsge Qvagon
Discovered naked in a burning empty lot in Chica-
go, an amnesiac green man with fangs and a fin on
his head is taken to the hospital. Named "Dragon"
by a nurse, the man bonds with Lieutenant Frank
Darling of the Chicago Police Department. Later,
when Dragon helps stop some super-criminals at
the harbor, Darling tries to get Dragon to join the
police force to help fight the rising tide of super
"freaks." After surviving a tragedy partially engi-
neered by the criminal gang known as the Vicious
Circle, Dragon becomes a Chicago PD officer with a
penchant for fighting crime, getting his shirt torn
off, and romancing the ladies.
Comic creator Erik Larsen had started in the
independent comics trenches, which is where his
childhood creation, the Dragon, first saw print (in
Megaton #3, February 1986). Larsen worked his
way up through the comics ranks, eventually becom-
ing a fan favorite on Marvel Comics such as Amaz-
ing Spider-Man and Nova. Larsen left Marvel with
six other popular creators to form Image Comics in
1992. The Savage Dragon #1 debuted a three-issue
miniseries in July 1992, and the regular series has
appeared monthly (mostly) ever since its first issue
in June 1993. Larsen has written and drawn every
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*ts
The Scarlet Witch and Quicksilver
issue to date, though other creators came onboard
to create special issues, spin-off miniseries, and
crossovers with books as diverse as Destroyer
Duck, Marshal Law, Teenage Mutant Ninja Turtles,
Superman, and Megaton Man.
The Savage Dragon has incredible strength,
and can jump huge distances. He is nearly invulner-
able to flame, plasma, explosions, and gunfire,
though he has been hurt, cut, and even maimed by
maces, knives, and other weapons. His healing
power is also advanced; he has regrown entire
limbs in the past, after battles with supervillains.
The most dangerous villains he faced in the past
worked for the OverLord in the Vicious Circle. Vil-
lains included SkullFace, Hardware, Abner Cadaver,
Arachnid, Clawedd van Damage, Phathead, Stigma,
and the waste-spewing Dung. After the death of
OverLord, a more charismatic leader named Cyber-
Face took over the Circle, and bedeviled Dragon
anew, even succeeding in getting him fired from the
police department.
For a time, Dragon worked with a government-
sponsored Special Operative Strikeforce, but after
facing a personal tragedy on his wedding day, Drag-
on semi-retired. Some time later, after Dragon killed
an infant who would have grown up to be the villain
Damien DarkLord, he caused a disruption in the
timestream, and discovered he was now living in a
new "Savage World," similar to the old Earth, but
different enough to be dangerous. He was forced to
figure out friend from foe, and deal with the many
surprises that this new life threw at him.
During his run, Dragon has teamed up with a
variety of heroes — many of whom have had their
own spin-off series or miniseries — including star-
spangled cyborg SuperPatriot, the funky weirdos
known as Freak Force, the squabbling Deadly Duo,
gender-switching Mighty Man (whose secret identity
is a female), and more. Unmatched in this capacity
by most of the other Image creators, Larsen has
singularly created a vast universe of characters that
have an internal consistency. He has also managed
to crossover with other series; besides those in
H(\6
specific titles previously mentioned, and other
Image heroes, Savage Dragon has interacted with
Hellboy, FemForce, E-Man, Zot, Vampirella, the DNA-
gents, and others.
Whether fighting crime in Chicago on the Image
Earth, or fighting supervillains in the Savage World
universe, the Savage Dragon remains popular with
fans. In October 1995, USA Network debuted a Sav-
age Dragon animated series. The series lasted two
seasons, ending in the fall of 1996 after twenty-six
episodes. Multiple action figures of Dragon and his
friends and enemies have been produced, as well as
statues, posters, trading cards, and more. Larsen
also has an aggressive trade paperback program, so
that fans can read all of the Dragon's adventures
even if they can't find the back issues. — AM
The Scarlet Witch
and Quicksilver
Longstanding Avengers members the Scarlet Witch
and her twin brother Quicksilver have gone through
as convoluted and protracted an origin as any char-
acters in comics, and have endured many indigni-
ties in the process. Despite or perhaps because of
this, the Scarlet Witch is one of the longest-lived
female supporting characters in the Marvel uni-
verse. The twins first appeared as members of
Magneto's Brotherhood of Evil Mutants in X-Men #4
(in 1964) but were almost from the start reluctant
villains. After a year of regular battles with the X-
Men, their creators, writer Stan Lee and artist Jack
Kirby, evidently felt that the pair deserved a chance
at the big time and, after a speedy renunciation of
their criminal past, they were duly inducted into the
Avengers {Avengers #16, 1965).
As Avengers, the twins were a cornerstone of
the group's glory years through the 1960s and
1970s, while never quite building up enough of a
following to encourage Marvel to launch them into
THB SUPBBHeZO BOOK
The Scarlet Witch and Quicksilver
solo careers. Initially, all that was known about
them was that they were mutants. Wanda Maximoff,
a.k.a. the Scarlet Witch, possessed a form of magic
("hex power"), while her brother Pietro, known as
Quicksilver, was (as his name suggests) a super-
speedster with a short-fused temper to match.
Their first origin involved them fleeing persecution
in their native Transia (one of Marvel's all-purpose
Balkan backwaters) into the arms of Magneto, but
there was much, much more to come.
In 1975 editors suggested (in Giant-Size
Avengers #1) that Wanda and Pietro's parents were
1940s heroes the Whizzer and Miss America, who
had given birth after a nuclear accident. Miss Amer-
ica died and the Whizzer fled in grief, leaving the
twins to be brought up by a highly evolved cow (one
of the Island of Dr. Moreau-like characters from
Marvel's mythical complex called Wundagore).
Some years later, however, this explanation was
superseded by an even more startling revelation.
This newer version (in Avengers #185) suggested
that Miss America's twins had died and that Wanda
and Pietro were actually born to a gypsy named
Magda, who had subsequently killed herself rather
than reveal their whereabouts to their father Mag-
nus, later known as ... Magneto. The cow-lady mid-
wife later gave the children to a gypsy family, the
Maximoffs, who brought Wanda and Pietro up until
they were killed by a mob, whereupon the twins
were rescued by Magneto — which is where readers
came into the storyline with X-Men #4.
The 1970s were a romantic decade for the
twins, as the Scarlet Witch fell in love with her
android teammate, the Vision, and Quicksilver fell for
Crystal of the Inhumans. Both couples married, and
Quicksilver went off to live in the Inhumans'
Himalayan refuge (and later on the moon), while his
sister settled down to cozy domesticity in Leonia,
New Jersey. (The Vision and the Witch starred in a
couple of mid-1980s miniseries, Vision and Scarlet
Witch, by writer Steve Englehart and artist Richard
Howell.) But whereas Quicksilver gained a child,
Luna, and was largely written out of the Avengers,
Marvel writers had a different fate in store for the
Scarlet Witch. During the company's Secret Wars
series, the Vision was controlled by aliens, and a
while later the couple left the Avengers for their West
Coast branch. There Wanda became pregnant and
gave birth to twins, William and Thomas; it later tran-
spired that these were demon offshoots of the evil
Mephisto. Then an increasingly unbalanced Vision
was dismantled before being reconstructed without
any emotion, and the couple tragically divorced,
although the Vision's "half-brother" Wonder Man (on
whose brain patterns the android's mind was based)
unhelpfully declared his undying love for Wanda.
Things got even worse for Wanda in the 1980s,
as she was reclaimed by Magneto after becoming a
bride of Set, and went over to the "dark side."
Quicksilver returned to rescue her, but she was
soon claimed by another Marvel baddie, Immortus,
who had been influencing her actions for years.
Confusingly, it seems that she was in fact not a gar-
den-variety mutant but a nexus being — "someone
who belongs to all realities." In later issues of West
Coast Avengers she became the group's leader, a
position she continued to hold in Force Works, a
team of former West Coast Avengers (1994), but
there was more upheaval to come. In the
"Onslaught" storyline, she died along with the other
Avengers but was resurrected soon after. Wonder
Man died, came back, died, came back as an ener-
gy being and died again, still proffering his undying
love, even though it was his robotic half-brother who
was Wanda's most enduring paramour.
Perhaps feeling that they have wrung every last
plot twist from the unfortunate girl, Marvel's writers
have been somewhat kinder to the Scarlet Witch in
the new millennium. Back in the Avengers after a
decade away, with the Vision restored to his full
range of emotions, and with romance possibly back
in the air, the future looks promising. Although she
has made only one solo outing (in a four-issue 1994
miniseries), as one of the Avengers' longest-serving
members, the Scarlet Witch will almost certainly fea-
ture in Marvel's plans for years to come. — DAR
TH£ SUPBBHeiZO BOOK
*tr
The Secret Identity
The Secret
Identity
You can't have wishes without drab realities, and
that's where superheroes' secret identities come
in. These characters were, after all, created by
artists and writers who felt vulnerable in every situ-
ation but the fantasies they fashioned. In his
Pulitzer Prize-winning novel about the origins of the
American comic book, The Amazing Adventures of
Kavalier& Clay (2000), Michael Chabon is not the
first to note the alchemy of promise and despera-
tion that led two Depression-era Jewish youths to
create Superman, characterizing the superhero
genre's purpose as being "to express the lust for
power and the gaudy sartorial taste of a race of
powerless people with no leave to dress them-
selves." The Supermen of the new medium were
what its creators and readers aspired to; the Clark
Kents were what they identified with, and thus the
secret identity was born.
This concept was actually one of comics' deft
carryovers from earlier adventure literature; everyone
from Zorro to the Shadow had fought injustice under
cover of idle rich daytime identities. One of the Super-
man character's many innovations was to make the
hero's cover identity a common man, or at least one
with common flaws. This was a populist development
that fit the New Deal era, even though wealthy
paragons like President Roosevelt himself would per-
sist in the person of heroes like Batman, a masked
avenger by night and a suave millionaire by day.
In contrast, Superman's alter ego Clark Kent
was shy and awkward, a supposed coward and
weakling. The legendary cartoonist and commenta-
tor Jules Feiffer, in his classic work The Great Comic
Book Heroes (1965), explained the Clark Kent per-
sona as a satire of human foibles, a kind of noncos-
tumed drag with which Superman has a private
laugh at the ordinary humans he serves. In more
recent treatments of the Superman mythos like
Marvel Comics' Supreme Power series (2003-pre-
sent), the omnipotent character Hyperion, a govern-
ment-raised alien superbeing recognized by all,
longs to establish a secret identity just so he can
know what it's like to be ordinary. One thing that is
certain is that superheroes' secret identities have
always provided a buffer between the everyday read-
er and the superpowered exploits that reader is
asked to believe.
Of course, most superheroes don't have to pre-
tend they're ordinary Joes and Janes; it's typical for
a superhero to be born after some strange magical
phenomenon or scientific accident thrusts great
power onto some unsuspecting everyman or -woman
(the lightning bolt that hits scientist Barry Allen's
chemicals, turning him into the Flash, or the nuclear
explosion that transforms Bruce Banner into the
Hulk being two familiar examples). Some of the grim-
mer heroes transform themselves into crime fighters
after the intervention not of a miracle but a tragedy,
like the murder of his parents that makes Bruce
Wayne become Batman. And as comics have gotten
more realistic, their heroes' feet-of-clay alter egos
have become progressively flawed; Clark Kent's
occupation as a Daily Planet reporter put him in a
position to learn of crimes and disasters as they
happen and then save the day, while Spider-Man's
true identity, Peter Parker, takes a job as a crime
photographer so he can make ends meet by selling
photos of himself to the Daily Bugle.
Notwithstanding these touches of realism,
almost from the start comics have prominently fea-
tured characters of such an alien nature or mythic
stature that they dispense with secret identities
altogether. Back when it was called Timely Comics,
Marvel's very first heroes (and hits) were Namor,
the Sub-Mariner, a prince from the sunken kingdom
of Atlantis who went by his own unusual name, and
the Human Torch, a combustible android created
only as a sideshow curiosity.
Timely's characters were renowned for running
much more to the weirder end of the superhero
<tf\*
TH£ SUPBBHeiZO BOOK
The Sentry
spectrum than those of Superman's home, DC (orig-
inally known as National), and in the early 1960s
resurgence of superheroes, Marvel would lead the
way in introducing characters who are former regu-
lar guys and gals, but make their identities known
to the world. As Fantastic Four co-creator Stan Lee
remarked in his 1974 book Origins of Marvel
Comics, "I was utterly determined to have a super-
hero series without any secret identities. I knew for
a fact that if I myself possessed a super power I'd
never keep it a secret. I'm too much of a show-off.
Why should our fictional friends be any different?"
This concept for Marvel's flagship series would
be extended to other heroes, some of whom even
go by their civilian names like Luke Cage, Hero for
Hire (only later changed to "Power Man," but
switched back to the hero's given name in current
comics). However, Lee's other idea for modernizing
the superhero — that the Fantastic Four would not
wear costumes — lasted all of one issue, and the
secret identity itself has remained alive and well for
many heroes.
It is often a kind of currency carefully guarded by
the superbeings. Everyone is familiar with Lois
Lane's repeated attempts to "out" Clark as Super-
man (though in modern comics he has confided in
and married Lane), and anyone who saw the feature
film of Marvel's Daredevil (2003) knows the story
(adapted from comics written by Frank Miller in the
early 1980s) of muckraking reporter Ben Urich dis-
covering the hero's secret and then self-sacrificingly
keeping it for the good of those Daredevil protects. In
2000s Daredevil comics there has been an extended
storyline revisiting this concept, as a tabloid reveals
the hero's identity and his lawyer alter ego fights to
repudiate it in court. Marvel's Captain America has
also unmasked himself on international television, so
that a terrorist opponent could focus his fight on
Steve Rogers rather than all Americans.
It may be far-fetched when compared to every-
day life, but as both historical and modern exam-
ples show, the secret identity is a device that
exposes dramatic shades of psychology in the
superhero genre, and is unlikely to be removed any-
time soon. — AMC and GM
The Senfry
The Sentry is a character central to the Marvel
Comics universe, though almost nobody's ever
heard of him — and that's the point. In 2000, comics
fans were used to the scarcity of new characters
being added to the bankable Marvel mythos, so it
came as no surprise that the "newest" character to
be introduced that year might actually be the old-
est. Starring in a self-titled miniseries from
2000-2001, the Sentry was said to be a rejected
character found in some old Marvel files, historic
for being a concept by Marvel founder Stan Lee and
artist Artie Rosen that predated Lee and artist Jack
Kirby's creation of Fantastic Four'm 1961. The latter
event went on to be considered the landmark that
inaugurated an era of more hip and literary super-
hero comics, while the Sentry languished on the
discard pile as Marvel's Pete Best.
Reimagined for the "Marvel Knights" line of
edgy books about the company's more offbeat char-
acters, the Sentry, originally a kind of Marvel coun-
terpart to Superman, was portrayed as a demigod
too powerful for his own good. The character first
appears as what seems to be an alcoholic delusion
suffered by suburbanite Bob Reynolds, but little by
little Reynolds realizes that he was the omnipotent
Sentry before being consigned to amnesia for mys-
terious reasons. Readers gradually learn that the
Sentry's addiction to the very serum that gave him
his superpowers released a malign, apocalyptic
opposite, the Void, from his own subconscious, con-
sidered a standard archenemy by an unknowing
public — and the denial-ridden hero.
The only solution is for the Sentry himself to
cease to be, which is impossible physically but
achieved by wiping his and all the world's memory
of his career. In the present day, the Void has
TH£ SUPBBHeiZO BOOK
*/9
The Shadow
returned with Reynolds' memories, and the Sentry
"defeats" him once more — by finally becoming at
peace with his existence as an ordinary, imperfect
human. With a subtle, sensitive script by Paul Jenk-
ins and moody, atmospheric art by Jae Lee, the
series was a poignant comment on the loss of hero-
ic illusions and the poisoning tendencies of power.
And, for longtime Marvel fans, it was a fascinating
trip down the road not taken.
The only trouble was, what might have been
never could have to begin with — the Sentry's 1960s
creation was a hoax planted in the fan press, "Artie
Rosen" a fictional character himself. Lee fully par-
ticipated in the gag, which satirized his own
famously faulty memory about what was created
when. Marvel's "lost" character was really one of its
few (and best) new ones after all, and the company
had managed the kind of performance-art put-on
unheard of in the pulpy realm of comics. It added
an extra dimension to the series' own theme of
mass amnesia, replacing the usual side-merchan-
dising of characters with a kind of "conceptual tie-
in." This was only fitting for a series that marked
one of the few cases of a comics company tinkering
with its history to make an artistic statement rather
than just rewarm a brand. As one of only two
"superhero novels" (along with Marvel's Earth X) to
come close to the standards of Alan Moore's Watch-
men, The Sentry was guarded well. — AMC
The Shadow
"Who knows what evil lurks in the hearts of men?
The Shadow knows!" A generation of pulp readers
and radio fans grew up knowing by heart that chill-
ing oath, recited by the mysterious scourge of the
underworld, the Shadow.
The Shadow's origins lie in radio, where in
1930 pulp publishers Street & Smith were sponsor-
ing a show to promote their Detective Story maga-
zine. The weekly program, Detective Story Magazine
Hour, was a mystery show narrated by a menacing-
The Shadow #12 © 1975 DC Comics.
COVER ART BY MICHAEL KALUTA.
sounding announcer known only as the Shadow.
When Street & Smith realized that this "Shadow"
character was creating a lot of interest, they rushed
to bring out a pulp magazine by that name before
anyone else thought of the idea. To that end, they
grabbed a painting that was lying around — the only
one they could find showing someone's shadow — to
use as a cover, and recruited a young journalist and
magician called Walter Gibson. Gibson's brief was
to write 60,000 words a month (soon to rise to
twice a month) about this Shadow character and to
make it a success. Gibson duly obliged.
The first issue of The Shadow hit the news-
stands in 1931 and introduced an eerie figure
swathed in a large, black cloak and hat, with a scarf
<t*o
TH£ SUPBBHeiZO BOOK
The Shadow
covering most of his face — a genuine man of mys-
tery who was sworn to punish evildoers of each and
every persuasion. It also introduced the first of his
many assistants, Harry Vincent, who was about to
commit suicide by jumping off a bridge until the
Shadow prevented him from doing so. In time, the
Shadow collected a band of assistants, including
cabbie/chauffeur Moe Shrevnitz, reporter Clyde,
switchboard operator Burbank, and African strong-
man Jericho, among others. The Shadow himself
had many identities, including police station janitor
Fritz, the aged Phineas Twabley, Henry Arnaud, and
George Clarendon, but it was millionaire playboy
Lamont Cranston to whom he most often returned.
In fact, these were all fictitious identities (except for
Cranston, who was a real millionaire whom the
Shadow persuaded to leave the country in the mag-
azine's second issue, so that he could assume
Cranston's identity), as the Shadow was in story
reality Kent Allard, a noted explorer and aviator.
The Shadow stories gradually became faster and
harsher as the decade progressed, with Gibson adding
layers of colorful background to the feature. (The
Detective Story Magazine Hour radio show was can-
celed in 1935.) While it is true that the Shadow is
mostly identified as a masked mystery man of the
pulps, his stories — especially toward the end of the
1930s and into the 1940s — contained many super-
hero elements and conventions. In print, the Shadow
operated out of Cranston's fantastic mansion, which
came complete with radio tower and a hangar for his
autogyro (a super-helicopter) and limousine. Typically,
Burbank would discover some wrongdoing and wire the
Shadow and his gang, who would then race into
action. The Shadow became increasingly cavalier
toward his foes, effectively acting as judge, jury, and
executioner, meting out justice with his two blazing
.45s while laughing maniacally the whole time. Out-
side of his various automobiles and aircraft, his only
gadgets were suction cups that slipped onto his hands
and feet, allowing him to scale walls and tall buildings.
Motivated by a desire to see evil of all manner
dismantled, the Shadow quickly amassed a colorful
rogues' gallery of foes, including Grayfist, the Robot
Master, the Wasp, Murder Master, the Creeper,
Voodoo Master, and the Green Terror, as well as
such sinister organizations as the Green Hoods and
the Silent Seven. While these bizarre antagonists
rarely lasted beyond a single story's end, one vil-
lain — the self-styled Ruler of Tibet, Shiwan Khan —
kept coming back enough times to be considered
the Shadow's major nemesis.
The pulp's success sparked a mini merchandis-
ing industry that produced pins, costumes, books,
games, disguise kits, and much more. Just as the
Shadow was inspired by radio, he fittingly returned
there for his own show, which thrived until 1954
and starred, among others, Bill Johnstone, Bret
Morrison and — most memorably — Orson Welles. On
the radio, the Shadow's alter ego was Lamont
Cranston, who had acquired all manner of powers,
including mind-reading, hypnotism, and even invisi-
bility, through years of study in Tibet. He rarely used
the pulp's band of comrades but did acquire a pret-
ty young assistant (and potential love interest),
Margo Lane. On the radio, she was voiced by veter-
an actress Agnes Moorehead.
Lane made it into the pulps by the early
1940s, but the title was in decline by that point,
young fans having switched to the more whole-
some, patriotic heroes of the comic books. Comics
readers were introduced to the Shadow in early
1940, when the first issue of Shadow Comics (also
published by Street & Smith) hit the newsstands.
Later that year, a moody Shadow newspaper strip,
put out by the Ledger Syndicate, began a two-year
run (from June 1940 to June 1942). It was written
by Gibson and well drawn by Vernon Greene. Gibson
also wrote the comic book for six years (with art by
the Jack Binder studio, among others), adapting a
lot of his pulp stories, interspersed with reprints of
the newspaper strip. These comic strips were very
true to the spirit of the pulps, featuring the support-
ing cast and even Shiwan Khan. Ironically, the
comic's artistic high point came after Gibson had
left, with a long run by artist Bob Powell from 1946
TH£ SUPBBHeiZO BOOK
*>
The Shadow
to its cancellation in 1949. The Powell years fea-
tured fanciful fare such as flying saucers and the
Shadow Junior, but they were nevertheless master-
pieces of dramatic, atmospheric storytelling.
Street & Smith were hit hard by the postwar
move away from the superhero genre — that was pre-
cisely what their pulp and comics empires were
built on. In 1949, both the comic and the pulp were
canceled, the pulp appropriately ending with three
issues written by a returning Walter Gibson, with
covers by longtime pulp artist George Rozen. The
radio show lived on past the death of the pulps until
1954; since then its syndicated reruns have period-
ically resurfaced in radio shows across the country
(as well as various lines of nostalgic audiocas-
settes). At its height, the Shadow phenomenon
inspired a number of films and serials, launched by
a pair of Grand National movies starring Rod La
Rocque: The Shadow Strikes in 1937 and Interna-
tional Crime a year later. In 1940, Columbia Pic-
tures released a fifteen-chapter serial simply called
The Shadow, starring Victor Jory, while Monogram
Pictures released three Shadow movies in 1946, all
starring Kane Richmond. The 1950s were a poor
decade for the character but, out of nowhere, in
1958 Republic produced a Shadow movie called
The Invisible Avenger, starring Richard Der.
In 1963, in the wake of the James Bond phe-
nomenon, publisher Louis Silberkleit picked up the
Shadow license and commissioned Walter Gibson
to write a spy-themed Shadow novel for his Belmont
Books line. The paperback was not a success, but
Silberkleit decided to make the most of his invest-
ment by moving the franchise over to his rather
more successful comics division, Archie Comics.
The first couple of Archie Shadow comics in 1964
were fairly pedestrian retreads of the pulp stories,
but with his third issue the character was inexplica-
bly transformed into a superhero. This Shadow
wore a green-and-blue costume with a mask and
cape, complete with boot-jets and sonic whistle. In
his alter ego of Lamont Cranston, he was a bespec-
tacled businessman, while Lane became his unsus-
pecting secretary. The strips, written by Superman
co-creator Jerry Siegel and drawn by Paul Reinman,
have become famed for their poor craftsmanship;
there was little attempt at character development,
plot, or narrative. The superhero Shadow amassed
a rogues' gallery of Grade Z no-hopers, such as Dr.
Demon, Elasto, Attila the Hunter, Brute, and
Radioactive Rogue, as well as the now inevitable
Shiwan Khan. The comic was canceled after only
eight issues.
While Silberkleit's 1960s reworkings were
unsuccessful, a renewed interest in pulps during
the 1970s brought forth a whole slew of high-quali-
ty revivals. A number of paperback houses success-
fully reissued old Gibson Shadow stories, including
Pyramid, which commissioned comics star Jim Ster-
anko to paint a series of striking new covers. DC
Comics contacted Steranko to helm a new Shadow
title for them, but the honors eventually went to
writer Denny O'Neil and talented young artist Mike
Kaluta. DCs series went through three artists (with
Frank Robbins and E. R. Cruz also contributing) in
only twelve issues, and it was not the commercial
success that the company had hoped for. Nonethe-
less, the comics were an outstanding example of
the medium at its finest. Whereas that 1970s
series was faithful to its pulp origins, a 1986 rein-
vention by Howard Chaykin was anything but.
Chaykin's miniseries was set in contemporary New
York and, in addition to the old cast, starred Harry
Vincent's daughter Mavis as a critical sparring part-
ner for the increasingly bloodthirsty Shadow — and
his two Tibetan sons! Longtime fans were outraged
at the strip's mix of sex and violence, yet it was suc-
cessful enough to inspire a regular series in 1987
(running for nineteen issues) which, if anything, was
even more bizarre.
A third DC series of the 1980s, The Shadow
Strikes, was once more set in the 1930s, as were
five mid-1990s outings from Dark Horse Comics,
which arrived in the wake of 1994's Universal Shad-
ow movie — the most lavish to date. The film, direct-
ed by Russell Mulcahy and starring Alec Baldwin,
***
TH£ SUPBBHeiZO BOOK
ShadowHawk
looked fabulous and had all the elements of the
pulp's glory years. However, it had none of the origi-
nal's heart or intelligence, and suffered from a poor
script. Nevertheless, the Dark Horse titles once
more teamed the Shadow with his definitive comic
artist, Mike Kaluta. If little has been seen of the
character since the last of these strips in 1995, his
influence remains immense. The notion of the crea-
ture of the night, operating from his millionaire's
mansion, striking terror in the hearts of wrongdo-
ers, has held enormous sway over generations of
comics heroes, from Batman and the Black Terror to
Moon Knight and beyond. Fittingly, Batman and the
Shadow have teamed up twice (in Batman #253
and #259) during DCs first, mid-1970s run with the
pulp hero, and they made a fine pairing. — DAR
ShadowHawk
At first, he appeared to be a particularly brutal vigi-
lante, moving through the shadows of the New York
City night. Wearing a silver helmet, clawed gloves,
and a dark armored costume, and with a propensity
to break the backs of those who had murdered oth-
ers, everyone wondered, "Who is ShadowHawk?"
Not even the readers of the ShadowHawk comic
knew the answer to that question at first, as
writer/artist Jim Valentino had created the series
with a mystery at its core. Coming off successful
runs on Marvel's Guardians of the Galaxy, What If?,
and other series — and with the legendary superhero
spoof normalman (1984-1985) behind him —
Valentino joined six other popular creators to form
Image Comics in 1992.
The debut book to appear from Valentino at
Image was ShadowHawk #1 (August 1992), the first
of a four-issue miniseries. The initial storyline set
up the mystery of who the character was, providing
lots of supporting-cast suspects for readers to
choose from. In ShadowHawk vol. 2 #l-#3
(May-July 1993), the secret was revealed. Shad-
owHawk was really Paul Johnstone, an African-
American man who had been infected with the HIV
virus. Johnstone used the suit to avenge those who
had been killed unjustly. Villains that ShadowHawk
fought included a racist named Hawkshadow, the
hedonist group Regulators, an acidic alien named
the Liquifier, and a female kingpin of crime known
as Vendetta.
Although AIDS had been seen in comics
before— Megaton #4 (April 1986) contains the
comics world's first reference to the disease —
ShadowHawk was the first superhero to suffer from
the disease. Valentino chose not to sensationalize
the subject, and actively tried to dispel stereotypes
and misconceptions about AIDS while telling his
stories. Johnstone succumbed to the illness in
ShadowHawkVol 3 #18 (May 1995), the final issue
of that series.
The New ShadowHawk #1 debuted in June
1995, written by Kurt Busiek. In it, the "Shad-
owHawk energy" was dispersed between three peo-
ple and a robot. Combined with a tale told by super-
star writer Alan Moore in ShadowHawks of Legend
(November 1995), Busiek's stories noted that there
had always been ShadowHawks throughout time, in
different lands and eras. The energy was actually
the essence of an ancient Egyptian shaman who
worshipped Horus (an extraterrestrial from Sirius).
When the shaman was murdered, his spirit became
ShadowHawk and sought revenge for those mur-
dered unjustly. The ShadowHawk essence lived
within the silver helmet that Johnstone had worn.
In a series of stories that ran through various
titles from Extreme Studios (an Image sub-imprint
run by Rob Liefeld), seventeen-year-old Eddie Collins
became the latest ShadowHawk. Able to channel
power from the gods, and sharing the memories of
all the previous ShadowHawks, Collins is also aided
by the morphing suit; it enhances his strength and
agility, gives him infrared vision, and allows him to
shoot grappling hooks from his gauntlets.
Although ShadowHawk was never a top seller
for Image, the character continues to appear semi-
TH£ SUPBBHeiZO BOOK
**s
The She-Hulk
regularly, often as a guest star. ShadowHawk has
appeared on numerous licensed products, including
two action figures, card sets, posters, T-shirts, stat-
ues, hats, and even a full-cast audio drama. — AM
The She-Hulk
Conceived during the run of the highly successful
Incredible Hulk CBS television series (1978-1982),
the She-Hulk sprang from the brow of Stan Lee (the
co-creator of the original Hulk, the Fantastic Four,
Spider-Man, the X-Men, and most of Marvel's semi-
nal early 1960s heroes) and artist John Buscema
(who was associated closely with the first Silver
Surfer series and Conan the Barbarian). Created in
1979 principally to prevent competitors from trade-
marking their own female version of the Hulk — and
in the hopes of spawning a television series that
never came to fruition — the She-Hulk was Lee's last
major creation for Marvel before he relinquished his
editorial duties in favor of developing the company's
many properties in Hollywood.
The Savage She-Hulk, a monthly series that
began its twenty-five-issue run in early 1980, intro-
duced female lawyer Jennifer Walters, a cousin of
Robert Bruce Banner (the Hulk's alter-ego). As chil-
dren, Walters and Banner (who is five years her
senior) are very close, though they choose very dif-
ferent life paths later on; while the bookish Banner
pursues a career in high-energy physics that culmi-
nates in his invention of the gamma bomb that
transforms him into the Hulk, the mousy Walters
enters UCLA's law school and ultimately becomes a
criminal defense attorney. Years later, Banner visits
his cousin, to whom he confides the torments he
suffers as a consequence of being the Hulk. During
this period, Walters is defending a client named Lou
Monkton, who has been framed for murder by a
mobster named Nicholas Trask. After one of Trask's
hit men shoots and wounds Walters, Banner saves
her life by giving her an emergency transfusion of
his own (gamma-irradiated) blood. Walters soon
uflft
finds herself transformed into a 650-pound, 6' 7"
tower of exquisitely-muscled emerald outrage.
Although the She-Hulk initially possesses a
real streak of savagery (hence the title of her
comic), she quickly becomes quite different from
the character that inspired her. Unlike Banner, who
becomes a ravening beast when his suppressed
anger transforms him into the Hulk, Walters retains
her intellect as She-Hulk and can change back to
her ordinary human guise at will. She also con-
trasts sharply with Banner in that she has little
desire to return to her human form; the same
gamma rays that release Banner's repressed rage
also allow Walters to free herself of the prim "lady
lawyer" personality that had shackled her through-
out her professional life. While Banner is perpetual-
ly tortured by his transformations into the Hulk, Wal-
ters exults in her newfound power, enjoying her
crime-fighting adventures and imbuing them with
verve and passion. If the Hulk is a study in emotion-
al repression and mania, his distaff counterpart
embodies instead the liberated, upwardly-mobile
professional woman of the early 1980s, attractive,
quick of wit, and unintimidated by anyone's glass
ceiling. When exposure to radiation traps her per-
manently in her She-Hulk form (during the
1984-1985 twelve-issue Marvel Superheroes
Secret Wars miniseries), Walters hardly gives her
buttoned-down human persona a second thought.
Like many a refugee from a canceled Marvel
series (her first one ran twenty-five issues), the She-
Hulk becomes a member of a supergroup, joining
the Avengers (Avengers vol. 1 #221, July 1982)
before temporarily replacing the Fantastic Four's
Thing during his extended off-planet leave of
absence {Fantastic four vol. 1 #265, April 1984).
Even after the Thing's return more than two years
later, the She-Hulk (or "Shulkie" as her friends often
call her) remains a close friend of (and sometime
babysitter for) the FF family.
In 1989, the She-Hulk once again became a
monthly series headliner with the debut of The Sen-
sational She-Hulk. Written and illustrated by John
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Shi
Byrne (famed for his work on The Uncanny X-Men
and The Man of Steel, the 1986 "reboot" of DC
Comics' Superman), this series made much better
use of the character's obvious comedic potential
than did the previous one. Not only does Jennifer
Walters still enjoy being a superpowered jade giant-
ess, she is also keenly aware of the absurdities
inherent in the superheroic life. Moreover, she is
wryly cognizant of the fact that she is a comic-book
character, often driving the point home by grabbing
panel borders, chasing bad guys by tunneling
through the pages of her comics, and speaking
directly to the audience (and sometimes even to
writer/artist Byrne) in a manner reminiscent of tele-
vision's It's Garry Shandling's Show (1986-1990) or
The Burns and Allen Show (1950-1958). She-Hulk
isn't the only "self-aware" character in the series;
Marvel's golden-age Blonde Phantom joins the sup-
porting cast (issue #4) in a deliberate effort to take
advantage of the slow aging process that all comic-
book heroes seem to enjoy — but only as long as
they are featured in a monthly comics magazine.
Following a squabble with Marvel, Byrne left the
series with issue #50 in April 1993 (having left and
returned after another squabble from issue #10 to
issue #31, an interim in which, among other writers
and artists, Howard the Duck creator Steve Gerber
stepped in for a well-regarded run), and the book
limped to its finish exactly ten issues later. Since
that time the She-Hulk has been ubiquitous on Mar-
vel's "guest-star circuit," racking up appearances
from the mid-1990s forward in such titles as Nova
(vol. 2), Fantastic Force, Thunderstrike, The Avengers
(vols. 1 and 3), The Fantastic Four (vols. 1 and 3),
Iron Man (vol. 2), Heroes for Hire, and Captain Ameri-
ca (vols. 1-3). She finally regained a fixed address
with a new ongoing series in 2004, and remains one
of Marvel's most consistently merchandised charac-
ters, her image appearing on everything from drinking
cups to apparel. Created as an exercise in trademark
building, the She-Hulk even now continues to fulfill
her primary function — generating green — while seem-
ing to laugh all the way to the bank. — MAM
Shr
Despite the venerable tradition of depictions of
overendowed women in superhero comics, powerful
female characters have steadily risen to prominence
over the past two decades or more. Though some of
these are arguably icons of funnybook feminism,
crime-fighting women are still the objects of adoles-
cent male fantasies. One of the more popular super-
heroines to arise in recent years from this schizoid
comics tradition is Shi. Taking her superhero name
from the Japanese word for "death" rather than from
her gender, Shi is a heroine who clearly owes as
much to monomaniacal crusaders like Batman and
to films such as The Seven Samurai as she does to
the time-honored comic-book tradition of "Good Girl
art" cheesecake (though her swords-and-scanty-
clothing visuals place her firmly in the latter camp).
Regardless of where one stands in this debate, it is
beyond doubt that Shi has far outlasted the dire pre-
dictions of detractors who pronounced her a fad
when she first appeared in 1994.
The creation of writer, artist, filmmaker, and for-
mer paratrooper William Tucci, Shi premiered in Shi:
The Way of the Warrior #1 (1994), a series from Cru-
sade Comics that ran for twelve issues
(1994-1997) and generated a decade-long dynasty
of sequels and merchandise. Shi was born Ana
Ishikawa, the daughter of Shiro Ishikawa, a member
of a clandestine, millennium-old Japanese samurai
order engaged in a centuries-long shadow war
against a rival order. Shiro had abandoned his
secret society in order to marry Ana's mother,
Catherine, a Catholic missionary; this prompted
Shiro 's order to dispatch an assassin named
Masahiro Arashi to kill him. Though Shiro nearly suc-
ceeds in besting his attacker, he is distracted at a
critical moment by his young daughter Ana; because
of this unfortunate happenstance, Ana's father,
mother, and brother Toro are slain before her eyes.
Despite her mother's pacifist teachings, the
teenage Ana undertakes training in sohei (the
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**s
Shi
Japanese martial disciplines of the samurai and the
assassin, including the mastery of swords) under
the tutelage of her grandfather, guardian, and first
sensei, Yoshitora Ishikawa. Spending her nights in
intensive martial training, Ana's days are filled with
classes at the Inagaki School of Art and Design in
Kyoto, which afford her a convenient "secret identi-
ty" of sorts. Finally deeming herself ready to avenge
her murdered family, Ana takes up her samurai
sword, girds herself in a scarlet battle suit, and
paints her face white to emulate a revered ances-
tor, Yuri Ishikawa, who had adopted the name Tora
No Shi (the Tiger of Death) during feudal Japan's
1637 revolution.
Ferocious and tenacious, Ana tracks down
Masahiro Arashi, her family's killer, earning the
sobriquet "Shi" ("Death") along the way. Though her
original purpose had been to assassinate the
assassin, her conscience restrains her, and she
settles for having the Arashi imprisoned. Ana sub-
sequently forswears indiscriminate violence and
vengeance, devoting herself instead to running New
York's Oike Gallery. Though opposed to wanton
killing, Ana continues to adopt the Shi persona in
her new home of New York City, donning the cos-
tume and makeup and drawing her sword whenever
innocent people are in need of rescue or protection.
Following Shi's debut series — and with the
assistance of various scripters — Tucci continued
the saga of his sword-wielding super-samurai in a
raft of Crusade miniseries and one-shots, including:
Shi: Senryaku (1995); Shi: Kaidan, a one-shot vol-
ume of Japanese ghost stories (1996); Shi vs.
Tomoe (1996); Shi: The Blood of Saints (1996);
Shi: Rekishi (1997); Shi: Nightstalkers (1997); Shi:
The Series (1997-1998); Shi: Heaven and Earth
(1997-1998); Shi: East Wind Rain (1997-1998);
Shi: Black, White, and Red (1998); Shi: Masquer-
ade (1998); Shi: Year of the Dragon (2000); Manga
Shi 2000 (2000), which was rendered in an authen-
tically Japanese "big-eyed character" style; and Shi:
Through the Ashes (2001), a tribute to the valiant
police and firefighters who died in the September
11 terrorist attacks on New York City. Still more Shi
titles followed as the new millennium continued.
In addition to accumulating a superhero's
usual rogues' gallery of villains (which has included
the assassin known as Gemini Dawn and the now-
deceased telekinetic-telepathic killer called Head-
rush), Shi has also forged friendships with many
superheroes published by other comics companies,
such as Grifter from Jim Lee's WildC.A.T.S (originally
an Image title, currently published by WildStorm). In
a pair of one-shot comics, Cyblade/Shi: The Battle
for Independents #1 (1995) and Shi/Cyblade: The
Battle for Independents #1 (1995), she formed an
alliance with Cyberforce's prickly psionic heroine
Cyblade. Shi later fought alongside Marvel Comics'
Daredevil in Shi/Daredevil: Honor Thy Mother
(1997). Tucci's heroine even shared the stage with
Harris Comics' Vampirella in Shi/Vampirella (1997)
and gained the respect of Marvel's Wolverine in
Wolverine/Shi: Dark Night of Judgment (2000).
Tucci produced a new black-and-white, eight-
issue miniseries titled Shi: Poisoned Paradise (2002)
for Avatar Press, a small-press publisher. Disappoint-
ed by the series' lackluster sales, Tucci decided to
avail himself of the marketing and publicity resources
of a larger publisher and took Shi to Dark Horse
Comics. "Well, if you can't beat 'em, join 'em!" Tucci
has quipped on an Internet bulletin board, referring
to the move to the more high-profile company. Tucci's
newest publisher has already successfully released a
collectible Shi statuette for the direct-sales market,
and in the spring of 2004 released a new miniseries:
Shi: Ju-Nen, the latest tale of the female samurai
who stands astride both East and West and embod-
ies both vengeance and conscience.
Since Shi's inception, Tucci's Crusade Fine Arts
Ltd. has published Shi stories in four languages,
with more than 4 million copies now in print. Shi's
publishing and merchandising ventures have gener-
ated more than $25 million in sales over the past
decade. In 2002, Shi entered the world of prose in
Shi: The Illustrated Warrior, writer Craig Shaw Gard-
ner's novelization of the superheroine's origin story,
<t*b
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Sidekicks and Proteges
a volume adorned with Tucci's elegant and kinetic
illustrations. Hollywood may loom in Shi's future as
well; in the summer of 2003, Mandolin Entertain-
ment purchased a film option on the character. Far
from being a mere fad, Shi's prospects seem as
bright as her flashing blades. — MAM
Sidekicks and
Proteges
After Superman's debut in DC Comics' Action
Comics #1 (June 1938) set off an explosion of
comic-book allies and imitators, cartoonist Bob
Kane realized that these colorful caped crusaders
were all adult men — including his own creation, the
Batman — while young boys were comics' target
audience. Just one month shy of Batman's first
anniversary, Kane introduced "the sensational char-
acter find of 1940" in Detective Comics #38, April
1940: Robin, the Boy Wonder! Robin was circus
aerialist Dick Grayson, who witnessed the murder of
his parents. Sympathetic Batman took the youth
under his wing and trained him to be his crime-fight-
ing partner. "I visualized that every kid would like to
be a Robin ... a laughing daredevil," Kane said. "It
appealed to the imagination of every kid in the
world." Not the entire world, perhaps, but certainly
American boys during the Great Depression. Detec-
tive doubled its circulation, thanks to Robin — and
the superhero sidekick, comics' ultimate vehicle for
wish fulfillment, was born.
Robin's uniqueness was short-lived. Other cre-
ators and publishers took notice of the sales punch
packed by comics' first sidekick, and before long
boy wonders abounded. Six months after the pre-
miere of Robin, Marvel Comics unveiled Toro, the
partner of the Human Torch. Toro was, like Grayson,
a circus performer — a fire-eater— -who could, with-
out explanation, combust into living flame. In its fer-
vor to copy Robin, Marvel sacrificed originality for
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timeliness — not surprising, as the company's origi-
nal name was Timely Comics.
Appearing in the same month as Toro was Roy,
the Super-Boy, the protege of Archie Comics' the
Wizard. The Official Overstreet Comic Book Price
Guide 32nd edition speculates that Roy, not Toro,
may be comics' second sidekick — Roy's first
appearance was Top-Notch Comics #8, September
1940, while Toro debuted in The Human Torch #2,
cover dated Fall 1940 — but falls short of making
this a definitive statement since both comics
appeared at roughly the same time. Ace Magazines'
Magno, the Magnetic Man was joined by the mag-
netic boy named Davey in November 1940, and
Archie Comics' the Shield teamed with Dusty, the
Boy Detective in January 1941.
When Marvel's Captain America was first seen
in March 1941, he was not alone. In Captain Ameri-
ca #1, writer Joe Simon and artist Jack Kirby unite
"Cap" with Bucky Barnes, the mascot of the regi-
ment with which Steve Rogers, Captain America's
alter ego, is stationed. The lad stumbles across
Rogers changing into his patriotic garb, muttering,
"Gosh ... gee whiz ... golly!! I ... I never thought!"
After threatening to "tan his hide," Cap gives Bucky
Barnes a mask and ushers him onto the front lines
as ... Bucky!
Curiously, this first wave of post-Robin super-
hero sidekicks — Roy, Davey, Dusty, Bucky, even
Toro — used their first names while in action. One
might speculate that the creators of these charac-
ters wanted to strengthen the appeal of their side-
kicks by assigning them names familiar to their
readers. While it's unlikely there were many boys
named "Toro" reading comics during the early
1940s, Captain America co-creator Simon claimed
that Bucky was named after an old school chum.
These earliest sidekicks share another characteris-
tic: They were orphans, and needed the guiding
hand of a caring mentor. In each of these relation-
ships, the senior member was always in charge,
with the junior member learning the ropes of super-
heroics from the seasoned pro.
*r
Sidekicks and Proteges
Boy Comics #35 © 1947 Lev Gleason.
COVER ART BY CHARLES BIRO.
No publisher was more enamored of junior
heroes than DC, the company that started the trend:
Green Arrow, like Captain America, debuted with a
junior partner, the young archer Speedy (whose real
name was not Speedy, incidentally, but Roy Harper).
DC overhauled its once-mysterious Sandman, hat-
boxing his Shadow-inspired fedora and cloak and
dressing him in extravagant yellow-and-purple tights,
with his protege Sandy by his side; similarly, the
Crimson Avenger — a Green Hornet-like midnight
man who preceded Batman's Detective Comics #27
debut by five issues — was redesigned in 1941 and
appointed a protege named Wing.
Fawcett Comics followed suit with Mr. Scarlet
and Pinky, and the publisher's Captain Marvel was
accompanied by two sidekicks: Captain Marvel Jr.
and Mary Marvel. Captain Marvel wasn't the only
Golden Age (1938-1954) hero who socialized with
girls: Holyoke's Cat-Man gained the homeless pre-
teen Kitten as his companion. Observes historian
Mike Benton in his book Superhero Comics of the
Golden Age (1992), "By the end of the series, the
coquettish and fully developed Kitten and her Uncle
David (her pet name for Cat-Man's alter ego) could
certainly provide rich fodder for small-minded gos-
sips." Society was more innocent during those sim-
pler times, however, and improprieties between adult
and junior superheroes, regardless of their genders,
were never implied by their creators or considered by
their readers. Parents of readers also never seemed
bothered by the threat of child endangerment faced
by these junior heroes when they blazed into danger
with their costumed big brothers.
Nor were they concerned when superkids went
solo. Young heroes headlined their own titles or
strips, like Golden Lad, Kid Eternity, and Merry, Girl of
a Thousand Gimmicks. Some formed teams, like the
Young Allies (sidekicks Bucky and Toro with a group
of nonpowered boys known as the Sentinels of Liber-
ty), the Boy Commandos, and the Newsboy Legion
(the Commandos lacked superpowers, but compen-
sated with an abundance of patriotism and attitude;
that goes for the Newsboys too, though their strip
tuned the tables by having a grown-up superhero, the
Guardian, as both mascot and mentor). And Lev Glea-
son Publications made no secret of its target audi-
ence by releasing Boy Comics, starring a teen titan
named Crimebuster. Robin the Boy Wonder continued
to work with Batman but moonlighted in his own
series in Star-Spangled Comics, the comic book that
also featured the Star-Spangled Kid, the only teenage
superhero with an adult sidekick working under him:
Stripesy. And while DC didn't give its flagship charac-
ter, Superman, a junior partner during the Golden Age
(1938-1954), it did the next best thing by publishing
stories starring Supenboy, "The Adventures of Super-
man When He Was a Boy."
An interesting variation on the sidekick theme
also occurred during the Golden Age: the partnering
*0»
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Sidekicks and Proteges
of adult male superheroes with adult female super-
heroines. In April 1941 Susan Kent learned that her
boyfriend, Jim Barr, was actually Bulletman, and
demanded that he make her a superhero, too. Thus
Bulletgirl was born. Her confidence and verve made
her a valuable ally to Bulletman, despite the fact
that her superheroic title did not suggest her matu-
rity. "Even their names told the reader who was the
stronger and who was the weaker of the pair,"
observed historian Trina Robbins in her book, The
Great Women Superheroes (1996). With Hawk-
man's Hawkgirl, the Flame's Flame Girl, Lash Light-
ning's Lightning Girl, and Doll Man's Doll Girl, the
woman was banished to a secondary role, often
being rebuked by the male for her impetuousness,
or for just putting on the costume in the first place.
Most of these sidekick superheroines also doubled
as damsels in distress, but Hawkgirl enjoyed the
ultimate revenge: In the 2000s she has flown the
coop, serving as a popular member — without Hawk-
man! — of DC Comics' Justice Society in the JSA
comic book and of that group's counterpart on the
Cartoon Network's Justice League animated series.
After World War II, however, when superheroes
were no longer required to help bolster the nation's
patriotism, kid sidekicks started to disappear, along
with their adult cohorts. By the mid-1950s only a
handful of superhero comics remained in print. Robin
stuck around with Batman, Speedy and Green Arrow
remained in backup series in various DC anthologies,
and newcomer the Fighting American was joined by
Speedboy for a very brief stint on the stands. Jimmy
Olsen was elevated from supporting cast status to a
pseudo-sidekick role with Superman, getting his own
long-running title, Superman's Pal Jimmy Olsen.
Olsen became Superman's actual sidekick in a num-
ber of adventures inside the Bottle City of Kandor
when the pair fought Kryptonian crime as the Bat-
man-and-Robin-inspired Nightwingand Flamebird.
In his contemptuous book Seduction of the
Innocent (1954), real-life psychiatrist Dr. Fredric
Wertham charged that the comic-book industry was
morally corrupting impressionable young readers
with graphic depictions of violence, gore, and sexual
impropriety. The original superhero sidekick was
also besieged, as the author impeached Batman
and Robin's relationship as "a wish dream of two
homosexuals living together." Wertham helped fuel
the U.S. Senate's attack on the comic-book indus-
try, which as a result homogenized its content
under the auspices of the watchdog guild called the
Comics Code Authority. Wertham, however, proved
an unintentional ally for the kid sidekick in comics:
In the mid- to late 1950s more superpowered pro-
teges were introduced, to strengthen the lead
heroes' paternal (or maternal) roles. Superman got
Supergirl, Aquaman got Aqualad, Batman's new ally
Batwoman got Bat-Girl (DC made sure it side-
stepped the gay allegations by adding not one but
two females to Batman's cast), and Wonder Woman
got Wonder Girl (and Wonder Tot, to boot!).
The role of the superhero sidekick underwent a
transformation throughout the Silver Age of comics
(1956-1969). The traditional sidekick was still in
action at DC Comics, with Kid Flash joining the Flash
as the publisher's newest protege, but Marvel
Comics pushed young heroes into autonomous roles.
Marvel's Fantastic Four#l (1961) introduced a new
Human Torch, an adolescent named Johnny Storm,
clearly characterized as an equal member of the
team, not merely an exuberant add-on — the Torch
even solo-starred in Strange Tales. A free-spirited
teen named Rick Jones became the voice of reason
to Marvel's rampaging Incredible Hulk, and the pub-
lisher's Amazing Spider-Man — its runaway sensation
who premiered in Amazing Fantasy #15 (1962) — was
an introverted high-schooler overburdened with per-
sonal problems ...just like his readers.
Marvel audaciously charted new territory with
its young characters: X-Men #1 (1963) introduced a
band of mutant teens, genetic flukes that represent-
ed the next step in human evolution. Of course,
most of Marvel's heroes were adults, but its new
breed of independent superteens stood their own
alongside the grown-ups instead of following in their
footsteps. DCs bravest and boldest move with its
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**9
Silver Age of Superheroes (1956-1969)
sidekicks during the 1960s was to ally them as a
team: Robin, Kid Flash, and Aqualad were first unit-
ed in The Brave and the Bold #54 (1964), then
picked up Wonder Girl in two more tryout appear-
ances before being awarded their own title with
Teen Titans #1 (1966). As the 1960s drew to a
close, DC had continued to follow Marvel's lead by
creating new teen heroes — like argumentative
brothers the Hawk and the Dove and the prehistoric
hero Anthro — who were stars of their own series,
not toiling under the shadow of a big brother.
Changing social and political climes throughout
the 1960s and 1970s changed the American teen,
and as kids matured, so did superhero sidekicks. By
the early 1970s the members of the Teen Titans
had graduated out of their mentors' titles, now fully
on their own, and Robin had become the Teen Won-
der, having left Batman's tutelage for college. Spider-
Man's alter ego of Peter Parker was also a college
student. More "relevant" themes crept into comics,
affecting some teen characters: Both Parker's friend
Harry Osborn and Green Arrow's ex-sidekick Speedy
wrestled with (but overcame) drug addictions, and in
the early 1980s, it was disclosed that Speedy had
also fathered a child out of wedlock. Grayson hung
up his red Robin tunic in 1984, adopting the new
guise of Nightwing. Before long, his fellow Titans
also discarded their sidekick identities: Wonder Girl
became Troia, Aqualad became Tempest, Speedy
became Arsenal, and Kid Flash became the Flash.
The superhero sidekick had grown up.
Only one sidekick has remained in that tradi-
tional role: Robin the Boy Wonder — a new Robin,
that is. Jason Todd became the Boy Wonder in
1983, in a move largely inspired by DC Comics'
desire to merchandize its famous character. This
second Robin fared poorly with readers, and in
1989 was killed in the comics as the result of a 1-
900 phone-in vote with readers choosing between
the character's life or death. DC promptly replaced
him that year with Tim Drake, who has endured into
the 2000s as Batman's new protege, also starring
i£0
in his own successful comic book (running uninter-
rupted since its 1993 premiere).
While teen heroes have been and continue to
be popular in comics since the 1970s — Nova,
Firestorm, Cyborg, Speedball, Impulse, and Spyboy
are just a few of the adolescent characters appear-
ing in print — they have been presented either as
solo players or members of a larger (usually teen)
team. As a changing and demanding world contin-
ues to expect youngsters to grow up faster, it is
unlikely that the traditional superhero sidekick will
ever return to prominence. — ME
Silver 4ge
of Superheroes
0956-1969)
It was 1955, and the comic-book industry was
imperiled. Postwar circulation figures had plunged,
psychologist Fredric Wertham had impeached
comics' content in his book Seduction of the Inno-
cent (1954), and the U.S. Senate had imposed
upon the industry a censorship board called the
Comics Code Authority. Superheroes were passe,
save the Man of Steel, a media star thanks to The
Adventures of Superman (1953-1957), a syndicat-
ed program appearing on the medium that had
robbed comics of much of its audience: television.
To survive, comics diversified away from super-
heroes into the Western, romance, mystery, teen
humor, funny animal, and TV tie-in genres. Science
fiction also proved a popular theme. Technological
advancements spawned during the atomic age
piqued Americans' imaginations, while the red scare
fomented rampant paranoia. Science and cold war
mistrust melded in November 1955 when DC
Comics introduced — with absolutely no fanfare — the
first new superhero in roughly ten years: the Man-
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Silver Age of Superheroes (1956-1969)
Amazing Spider-Man #68 © 1969 Marvel Comics.
COVER ART BY JOHN ROMITA.
hunter from Mars. First seen as the backup feature
to Batman and Robin in Detective Comics #115,
J'onn J'onzz (pronounced "John Jones"), a green-
skinned superman, is teleported to Earth by an
American scientist. Unable to return home, J'onzz
employs his shape-shifting ability to conceal his true
looks from an unwelcoming population and masquer-
ades as a Caucasian human detective named ...
John Jones. The Manhunter from Mars would even-
tually be better known as the Martian Manhunter.
We FASTZST MAN ALIVB
In 1956 DC Comics, struggling to find new con-
cepts that might attract readers, introduced a "try-
out" title, Showcase. "The first three Showcases
flopped," editor Julius "Julie" Schwartz recalled in
his autobiography, Man of Two Worlds: My Life in
Science Fiction and Comics (2000), "and we were
at an editorial meeting trying to decide what to do
in number four when I suggested that we try to
revive the Flash." This renewal was given the green
light despite the trepidation of other editors still
battle-weary from the demise of superheroes sever-
al years earlier.
Schwartz steered the project into a fresh direc-
tion. Jay Garrick, the Flash of comics' Golden Age
(1938-1954), was ignored — for a time, at least —
and a new character, police scientist Barry Allen,
obtained superspeed in his initial excursion in
Showcase #4 (September-October 1956). Given a
sporty costume by artist Carmine Infantino, the
Flash mixed action, style, and imagination, an
attractive alternative to DCs other series and to
then-current television fare, where special-effects
limitations made such superactivity impossible (or
laughable when attempted). Brisk sales warranted
three more Showcase appearances before the
"Fastest Man Alive" sped into his own magazine.
At the time, DC, Schwartz, Infantino, and origi-
nal Flash writer Robert Kanigher merely had in mind
the creation of a new product that would generate
readers and profit. Their efforts, and the Flash's
runaway success, marked a vital moment in comic-
book history: the beginning of its eminent Silver
Age (1956-1969). Without the success of the
Flash, publishers might have given up on super-
heroes, leading the genre into extinction.
POST-FLASH PC
SUPZfZHBZOeS
In 1958, Schwartz's colleague Mort Weisinger,
editor of DCs Superman franchise, guest-starred
the Legion of Super-Heroes — one of the first times
the term "superheroes" was used on a comics
cover — in the Superboy strip in Adventure Comics
#247. Cosmic Boy, Saturn Girl, and Lightning Boy
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*3f
Silver Age of Superheroes (1956-1969)
(later renamed Lightning Lad) were superpowered
teenagers from a thousand years in the future who
traveled to the past to recruit the Boy of Steel into
their club of heroes. Weisinger added a new super-
powered member to Superman's family in May
1959, when Action Comics #252 introduced the
Man of Steel's cousin Supergirl, a survivor of the
planet Krypton.
Schwartz's next volley was the reintroduction of
Green Lantern, another DC Golden Age great. As he
did with the Flash, Schwartz took the superhero's
name and power — in this case, his power ring, the
source of Green Lantern's almost limitless abili-
ties — and premiered a new version of the character
in Showcase #22 (September-October 1959).
Robust reader response to the hero led to the
release of Green Lantern #1 in 1960.
With the acclaim for the Flash and Green
Lantern, Schwartz took an ambitious step in The
Brave and the Bold #28 (1960) by combining them,
along with DCs other major superheroes — Super-
man, Batman, Wonder Woman, Aquaman, and the
Martian Manhunter — into a team called the Justice
League of America, another revamp, this time of the
Golden Age's Justice Society of America. Continuing
Schwartz's winning streak, the "JLA" was a smash,
and the editor next overhauled both Hawkman and
the Atom in 1961. Also that year, he published the
momentous "Flash of Two Worlds" in The Flash
#123, introducing the concept of a parallel world —
"Earth-Two," where the Golden Age Flash still oper-
ated, while the current version of the Flash existed
on "Earth-One." Over the next few years, Schwartz
offered exposure to more Earth-Two heroes, along-
side their Earth-One counterparts: meetings
between the Silver Age and Golden Age Flashes,
Green Lanterns, and Atoms became common, and
the Justice Society began annual crossovers in the
pages of Justice League of America. Beyond those
appearances, Starman and Black Canary teamed
up in The Brave and the Bold #61 and #62 (1965),
Dr. Fate and Hourman joined forces in Showcase
#55 and #56 (1965), and the Spectre was revived
in his own solo series beginning with Showcase
#60 (1966).
BATMAN'S *N£WlOOK"
Batman and Detective Comics teetered on the
brink of cancellation in 1964, stagnant from years of
mediocre stories and art. DCs editorial director Irwin
Donenfeld assigned the books to Schwartz with the
mandate of "saving" them. Schwartz realized that Bat-
man had, in his own words, "strayed away from the
original roots of the character." The editor returned the
element of mystery to Batman's tales, incorporating
clues into the stories that invited the reader to solve
the whodunit along with the superhero. Schwartz's
most commercial alteration was in Batman's appear-
ance: The Caped Crusader's costume was stream-
lined, and a yellow oval was added around his chest
insignia, simulating the look of the sky-illuminating Bat-
signal. The Batmobile was souped up into a stylish hot
rod, and Robin the Boy Wonder became hipper in the
process. This facelift, called "The New Look" Batman
by fans and historians, sold solidly and rescued the
"Dynamic Duo" from the chopping block.
Although these new Silver Age superheroes
generated stronger sales than DC had been earning
on many of its titles, circulations were still consider-
ably lower than during the medium's heyday. "By
1962 less than a dozen publishers accounted for a
total annual industry output of 350 million comic
books, a drop of over 50 percent from the previous
decade," reported author Bradford W. Wright in his
book, Comic Book Nation (2001).
TH£ MABVZL AG£
Julius Schwartz indirectly contributed to a yet
another substantial event: the advent of the Marvel
Age of comics. Justice League was commanding
such strong sales in 1961 that it afforded bragging
rights to DC publisher Jack Liebowitz during a golf
game with his contemporary, Martin Goodman.
Goodman, the publisher of Marvel Comics — then
ijfr
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Silver Age of Superheroes (1956-1969)
limping along in the marketplace with a handful of
monster and thriller series — ordered his staff edi-
tor/writer Stan Lee to create a group of super-
heroes. Lee had considered resigning from Marvel
at the time of Goodman's directive, but was encour-
aged by his wife to challenge himself to try some-
thing new with this assignment. "For once I wanted
to write stories that wouldn't insult the intelligence
of an older reader, stories with interesting characteri-
zation, more realistic dialogue, and plots that hadn't
been recycled a thousand times before," explained
Lee in his biography, Excelsior! The Amazing Life of
Stan Lee (2002). Lee, along with artist Jack Kirby,
created Marvel's premier superteam, and its flag-
ship title, in Fantastic Four#l (November 1961).
The Fantastic Four's complex characters —
smug scientist Reed Richards, a.k.a. the malleable
Mr. Fantastic; his sheepish fiancee Sue Storm, the
disappearing Invisible Girl; her fiery-tempered teen
brother, Johnny, better known as the Human Torch;
and Richards' brusque friend, ace pilot Ben Grimm,
the grotesque man-monster called the Thing — each
had personality quirks that frequently thrust the
"FF" into verbal and physical conflict, yet they set
their differences aside in times of crisis. They were
a family, and the most realistically portrayed comic-
book superheroes readers had ever seen. Fantastic
Four instantly became Marvel's best-seller.
The Fantastic Four may have been inspired by
the Justice League of America (JLA), but they
shared no other traits. The FF was the JLA through
a refractive lens: The Justice Leaguers exemplified
camaraderie and teamwork, its members (except
for Aquaman) concealed their true identities behind
their colorful superguises, and its heroes lived in
fictional cities (Metropolis, Gotham City, Central
City, and others); on the other hand, the FF bickered
incessantly, they saw no reason to conceal their
superpowers behind alter egos, and they resided in
the "real" world city of New York.
Over the next few years, Lee — with Kirby, Steve
Ditko, and other artists — unleashed a plethora of
problem-plagued powerhouses, including the
gamma-irradiated Incredible Hulk; the mighty Thor,
god of thunder; the occult-based Doctor Strange;
the sightless superhero Daredevil; and the outcast
society of mutants known as the X-Men. Golden Age
stalwarts Sub-Mariner and Captain America were
rejuvenated and fought against and/or alongside
the newer Marvel characters. The breakaway super-
hero in the burgeoning Marvel universe was the
Amazing Spider-Man, who, behind his webbed
mask, was actually a self-centered teenage nebbish
named Peter Parker. Marvel's offbeat, flawed super-
heroes were embraced by the 1960s countercul-
ture, particularly on college campuses.
With each new series, the differences between
Marvel's and DCs titles became progressively appar-
ent. "DCs comic books were the image of affluent
America," noted Wright, while Marvel's plopped its
heroes onto the dirty streets of Manhattan — and
sometimes its boroughs — where average Joes were
often frightened by or angered at these strange
beings. DCs villains were usually stereotyped
scofflaws with gimmicky weapons, where Marvel's
bad guys were cold war spies, grandiloquent war-
lords, and rotten rabble-rousers with superpowers of
their own. There was little, if any, damage on the
streets of DCs faux cities during its superhero-
versus-supervillain battles, while Marvel's New York
withstood the brunt of smashed autos and imploded
pavement. DCs heroes usually met as allies when
battling a common enemy, but Marvel's heroes gen-
erally clashed within moments of an encounter. DCs
stories were more traditionally based good-versus-
evil yarns, where Marvel sometimes dealt with
issues like campus unrest and corrupt politicians.
Even the editorial tone between the two publishers
varied: DCs letters columns featured articulate,
sometimes chiding, and usually faceless responses
to readers, while Marvel's — generally in Lee's
voice — were amiable and teeming with hyperbole.
DCs stories were largely uncredited, but Marvel's
creative staff, from the writer down the chain to the
colorist, got their due in print, with endearing nick-
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Silver Age of Superheroes (1956-1969)
names attached (Stan "The Man" Lee, Jack "King"
Kirby, and "Jazzy" Johnny Romita, to name a few).
SUPZBHBPO'A-GO-GO
Comic-book history repeated itself during the
Silver Age. The success of a new DC superhero — in
this case, the Flash — motivated other companies to
publish their own costumed crusaders, just as
Superman's 1938 introduction had produced super-
successors. Similarly, World War II was a catalyst
for an immeasurable amount of new superheroes,
and the Vietnam War also inspired an outbreak of
superheroes — not as patriotic icons, as in the
1940s, but as engines of escapism. Protests
against the Vietnam War made it a delicate and
rarely seen topic in comics stories.
Superheroes originating, or returning to action,
during the Silver Age include Charlton Comics' Cap-
tain Atom; Dell Comics' atomic ace Nukla, and its trio
of superhero titles based on movie monsters:
Frankenstein (Boris Karloff-meets-the Man of Steel),
Dracula (who looked more like Batman than Bela
Lugosi), and Werewolf; Gold Key Comics' Magnus
Robot Fighter and Dr. Solar, Man of the Atom (revived
in the 1990s by Valiant Comics); ACG (American
Comics Group)'s Magicman and Nemesis, starring in
the anthologies Forbidden Worlds and Adventures
into the Unknown; fly-by-night M.F. Publications' Cap-
tain Marvel, an appropriation of a classic appellation,
featuring a superhero who split his body into sepa-
rate parts by yelling, of all things, "Split!" (similarly,
M.F. ripped off other Golden Age heroes' names for
its villains: Plastic Man and Dr. Fate); Harvey Comics'
Spyman (who fought bad guys with his "electro-robot
hand"), Jigsaw (a "splitting" hero, like M.F.'s Captain
Marvel), icy Jack Q. Frost, and aquatic Pirana, plus
reprints of legendary superhero series The Spirit and
The Fighting American; Archie Comics' Mighty Cru-
saders, the Fly (later Fly-Man), and Jaguar, as well as
superhero versions of its teenage characters, Archie
as Pureheart the Powerful and Jughead as Captain
Hero (Archie's girlfriend Betty even donned a guise to
l£*
become Superteen!); and MAD magazine's superhero
parody, Don Martin's Captain Klutz.
Two small comic-book publishers distinguished
themselves with thought-provoking takes on the
superhero genre. Tower Comics' lauded
T.H.U.N.D.E.R. Agents, which featured artwork by
renowned comics artist Wally Wood and starred
superheroes like Dynamo, No-Man, Menthor, Raven,
and Lightning; and Charlton Comics' "Action
Heroes" line, which included Blue Beetle, Captain
Atom, Sarge Steel, Nightshade, the Question, Judo-
master, and Peter Cannon-Thunderbolt. Dick Gior-
dano, the editor of most of Charlton's Action Heroes
series, revealed in his 2003 biography, Dick Gior-
dano: Changing Comics, One Day at a Time, "That
name was not an accident. I chose that term.
Superman never did anything for me. Batman did. I
always preferred heroes who could do things that
we supposedly would be able to do." The nuclear-
powered Captain Atom aside — a hero already in
print when Giordano came on board but whose pow-
ers were weakened by the new editor's dictate —
Charlton's heroes used acquired skills, mental dis-
ciplines, or weapons in their war against injustice.
"BATMANJA" INSPIRES
TV SUPeBHZZOBS
1966 was the year of the superhero. Batman
(1966-1968), the kitschy sendup starring Adam
West in the title role, premiered on ABC in January
of that year to instant acclaim. The show satisfied a
wide demographic spread — children, mesmerized by
its action; teens, especially girls, for the fashions
and heartthrob Burt Ward as Robin the Boy Wonder;
and adults, in tune with the camp humor and dou-
ble-entendres that eluded kids' understanding. Uni-
versal exploitation of Batman made "Batmania" an
inexorable phenomenon.
Superheroes dominated the television airwaves
during the mid-1960s: Captain Nice, Mr. Terrific,
Space Ghost, Birdman and the Galaxy Trio, The
Lone Ranger, The Green Hornet, The New Adven-
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The Silver Surfer
tures of Superman, and Aquaman were among the
live-action and animated entries. Many of Marvel's
characters starred in cartoon programs: Captain
America, Iron Man, Hulk, Thor, and Sub-Mariner
rotated days on the syndicated Marvel Super
Heroes, and both Fantastic Four and Spider-Man
appeared on Saturday-morning TV, and in a wealth
of toy and product licensing.
MABVU TAKSS TH£ LBAP
The superhero craze fizzled by 1968, driving
some smaller publishers out of business. Even the
oldest comics company got a rude awakening, as DC
was overtaken by Marvel as the industry leader. Pop-
ular artist Carmine Infantino was instated as DCs art
director, with the mission of making the line's covers
more appealing to the potential consumer. Infantino
was soon appointed to editorial director, and elected
to take on Marvel to regain his company's former
stature. He shook up the status quo in some of the
superhero books — Wonder Woman was stripped of
her superpowers; Amazing Spider-Man artist Steve
Ditko defected to DC to launch the offbeat superhero
comics Beware the Creeper and The Hawk and the
Dove; and superstar artist Neal Adams began to
transmute Batman from a masked detective to a
creature of the night. At the same time, the company
blindsided Marvel with its groundbreaking, commer-
cially popular horror comics like House of Mystery.
But Marvel's superheroes continued to outsell
DCs by the end of 1969. DC ended the Silver Age
with the same dilemma it faced at the beginning of
the era: how to make its superhero comics popular
again. —ME
The Sff</er Surfer
Though first introduced into an issue of Fantastic
Four as an afterthought, the Silver Surfer has
become one of the great icons of comics and is an
enduring cult favorite. In early 1966, Fantastic Four
The Silver Surfer #11 © 1969 Marvel Comics.
COVER ART BY JOHN BUSCEMA AND JOHN VERPOORTEN.
#48 was originally intended to feature the super-
hero team in pitched battle with a new enemy, the
colossal, planet-eating alien Galactus. But when
Jack Kirby presented his penciled page, writer/edi-
tor Stan Lee had a real surprise: Kirby had dreamed
up a new hero — a bald, silver man flying through the
sky on a silver surfboard, possessed with cosmic
power and apparently acting as Galactus' herald —
and simply inserted him into the story. Whatever his
genesis, the public (and Lee) took the "Sentinel of
the Spaceways" to their hearts, and more appear-
ances in Fantastic Four followed soon after.
The initial Fantastic Four story ended with the
Surfer, touched by the humanity he saw on Earth,
turning on Galactus and persuading him to leave
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The Silver Surfer
the planet alone. Galactus agreed, but punished the
Surfer by erecting a barrier around Earth that would
keep him restricted to the planet, ensuring years of
heartbreak, angst, and mourning for the tortured
herald. In the psychedelic 1960s, both the fans and
the growing counter-culture movement adored the
Surfer, seeing in his James Dean-esque emoting a
reflection of their own insecurities and confronta-
tions with society. Indeed, the Surfer himself had
much to say about the hot topics of the 1960s —
namely, war and peace — Lee himself admitting that
he wrote his "most obvious moralizing" through this
character. By 1968, the clamor for the hero had
grown to fever pitch and Lee bowed to the inevitable
by giving the Surfer his own comic, complete with a
long-delayed origin story and (much to the surprise
of Kirby) a new artist, the elegant John Buscema.
The Surfer's origin, detailed in Silver Surfer #1
(1968), tells of how Norrin Radd from the planet
Zenn-La offers to become Galactus' superpowered
scout in order to save his people from the planet-
guzzling titan's terrible appetite. Radd has become
dissatisfied with his undemanding life on the par-
adise-like Zenn-La and jumps at Galactus' offer of a
life in the stars, reasoning that he could find unin-
habited planets for his master to devour and save
countless civilizations in the process. ("On and on
he soars, dodging meteors — skirting around aster-
oids — rocketing from planet to planet — with entire
galaxies as his ports of call.") However, in accepting
a future at Galactus' side, he has to leave the love
of his life, the beautiful Shalla Bal, behind, inducing
centuries of wistful pining, as the people of his
home planet are conveniently immortal.
Under the great classicist Buscema, Silver
Surfer was one of the decade's high points. Excit-
ing, dynamic, and expansive, each issue was a treat
for the eyes. However, readers soon became aware
that Lee was unsure where to take the title, and
Marvel's decision to launch it in an expensive sixty-
eight-page format put many potential buyers off.
Issue #3 introduced the Surfer's nemesis,
Mephisto — Marvel's answer to the devil himself,
complete with pointed ears, sharp teeth, red skin,
and flame-filled Stygian lair. Lee had Mephisto
tempt the increasingly Christ-like Surfer with riches,
power, and women, finally offering him a life with
Shalla Bal if he would only join him in a career of
evil. Inevitably, the Surfer rejected these tempta-
tions only to see Shalla Bal whizzed off back to
Zenn-La; Mephisto would regularly drag the poor girl
into his plans over the next couple of years. As the
Surfer's moanings and posturings continued to
escalate, fans deserted the comic, and after eigh-
teen issues Marvel threw in the towel. Lee had
seen the title as an outlet for his musings on Ameri-
can consciousness, and had reveled in the opportu-
nity to indulge his taste for Shakespearean speech-
es, but possibly at the expense of the fans' yearn-
ing for action and characterization.
Throughout the 1970s, the Silver Surfer was a
regular guest star in numerous issues of the Fantas-
tic Four's comic and was a popular member of the
Defenders, as well as being a potent iconic symbol
for the cognoscenti. In 1978, Lee and Kirby were
reunited for a final time on an all-new Silver Surfer
trade paperback, published by Simon & Schuster —
one of the first graphic novels. The story was an
alternate take on the Surfer's first journey to Earth,
excising the Fantastic Four from the proceedings, and
was possibly intended to be the blueprint for a Silver
Surfer movie. Rumors persisted throughout the late
1970s that a Silver Surfer film, starring pop singer
Olivia Newton John as Shalla Bal, was imminent, but
it never materialized and there was a sense that the
character's popularity was on the wane.
A long fallow period in the 1980s, punctuated
by a 1982 one-shot, unexpectedly came to a close
in 1987 with a new Silver Surfer series, which this
time was a resounding success. Writer Steve Engle-
hart immediately freed the Surfer from his reluctant
exile on Earth, correctly seeing that fans would love
to explore the wider universe out there. For its first
few years, this second series featured all sorts of
aliens, the warring Kree and Skrull empires, Galac-
tus, and, inevitably, Shalla Bal. In an intriguing twist,
%5b
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Space Ghost
the Surfer was finally able to propose to his beloved
but she rejected him, feeling that the pair had
grown apart over the centuries. The 1990s tied the
Surfer into new writer Jim Starlin's menagerie of
cosmic stars, including Captain Marvel, Warlock, Pip
the Troll, and the villainous Thanos.
While never the critics' favorite that he had
been in his early days, the period starting with the
Englehart series was the Surfer's commercial high
point, resulting in a stream of specials, graphic nov-
els, toys, and merchandise. Lee enjoyed occasional
reunions with his old favorite, including a 1988 col-
laboration with the legendary French artist Moebius
on a short book called Parable. In the Surfer's own
title his writers began to play around with his history,
including a revelation (in issue #48) that, back in the
distant past, Galactus had tampered with his soul
so that he would agree to become his herald. Other
plot twists included the death of Shalla Bal and the
destruction of Zenn-La (both inevitably reborn later)
and a showdown with Mephisto (again).
The comic's last years were perhaps not its
finest, and included Shalla Bal falling in love with
the Surfer's (previously unmentioned) half-brother
and the unconvincing revelation that Zenn-La had
been destroyed thousands of years earlier and had
been an illusion ever since. The sense that, after
ten years in the limelight, the character had finally
run out of steam was confirmed by the comic's can-
cellation in 1998 with issue #146.
However, the same decade saw him make it to
America's TV screens if still not its multiplexes, as
a well-regarded Silver Surfer animated series ran
from 1998-1999. A co-starring role in Marvel's
early 2000s Defenders revival was followed by an
atmospheric new comic of his own, self-described
as a more mysterious, M. Night Shyamalan treat-
ment of the hero (2003-present). Time will tell if
this new concept clicks with fans. But in any case,
constant reprints of the Silver Surfer's first series
(now fondly regarded as a classic) and of his early
encounters with the Fantastic Four, as well as high-
priced collectibles such as statues and action fig-
ures, will doubtless ensure his status as one of
America's most memorable heroes. — DAR
Space Ghost
Although he calls himself Space Ghost, there is no
data to say whether or not the interstellar super-
hero (and later talk show host) is an actual ghost.
Wearing a white, red, black, and yellow costume and
cape, the hooded Space Ghost's origin and real
name have never been revealed (though his boom-
ing voice was originally portrayed by radio announc-
er and cartoon veteran Gary Owens). What is known
is that his suit and his powers are incredible. An
Inviso-Belt allows him to disappear, while his suit
also gives him the power of flight at great speeds,
the ability to breathe underwater or in the vacuum
of space, and even to teleport! Also aiding Space
Ghost in his missions against interstellar bad guys
are his Power Bands (worn on his forearms), which
have an astonishing variety of functions, including
hypno force rays, destructo rays, heat intensifier
rays, freeze rays, battering ram rays, electro shock
rays, and even force fields!
With this much power, it's surprising that
Space Ghost needs any help, but he does traverse
the spaceways in his Phantom Cruiser (sometimes
known as the Ghost Ship), a spaceship equipped
with a variety of weapons including an inviso ray,
freeze mist, heat-seeking missiles, and the ability to
reach hyperspeeds. The Phantom Cruiser is docked
at the Ghost Planet Headquarters, hidden behind a
defensive force shield on the Ghost Planet.
Space Ghost mentors two twin teens who
dress in blue, black, and yellow costumes — sister
Jan (voiced by Ginny Tyler) and brother Jayce (voiced
by Tim Matthieson) — and their monkey Blip (voiced
by Don Messick). The kids and Blip use a jetpack to
fly, have an Inviso-Belt, and use the Space Ghost
emblem on their chest as a communication device.
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Space Ghost
Late-night superhero Space Ghost in Space Ghost Coast to Coast.
The teens have their own vehicle, the interstellar
Space Coupe, which can double as a submarine!
They aid Space Ghost in policing the universe.
Over the years, Space Ghost has amassed a
number of interstellar enemies in his rogues' gallery.
They include insectoid Zorak; catlike pirate Brak; the
Spider Woman (also known as the Black Widow, and
not to be confused with other popular superheroines
of each name); heat-inducing Moltar; robot master
Metallus; the Creature King and his nightmare
beams, giant locust Lokar; and many others.
CBS executive Fred Silverman wanted a morn-
ingful of superhero shows for the 1966 season,
and he asked Hanna-Barbera animation studios to
develop a serious superhero series (unlike previous
comedy shows). Legendary comic artist Alex Toth
1*5*
created and designed Space Ghost, and production
began on the series. Space Ghost and Dino Boy
launched on September 10, 1966. Space Ghost
had two eight-minute adventures per episode, while
Dino Boy only had one short story. Thirty-six
episodes of Space Ghost were produced in the first
year, and another six stories were added for the
1967-1968 season. These six stories were signifi-
cant because they crossed over with other Hanna-
Barbera characters such as the Herculoids, Mightor,
Shazzan, and Moby Dick.
Eight years after its cancellation, the series
was repackaged with another Hanna-Barbera
series, and aired on NBC. The Space
Ghost/ Frankenstein Jr. Show aired during the
1976-1977 season. On September 12, 1981,
Space Ghost returned to the air with twenty-two new
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Space Heroes
episodes as part of the hour-long anthology Space
Stars (the series was hand-chosen by Fred Silver-
man, now at NBC). There were also eleven "Space
Stars Finale" stories that teamed Space Ghost and
his crew with the Herculoids and Teen Force against
various evil invaders and galaxy scoundrels. The
Space Stars series ended in 1982.
Often in syndicated and cable reruns, Space
Ghost is a cult favorite among animation fans,
largely due to its sleek look and its slightly off-kilter
action. The Cartoon Network revived the character
in April 1994 as the host of a late-night talk show
called Space Ghost Coast to Coast. The show was
surreal, featuring an animated Space Ghost con-
stantly bedeviled by band-leader Zorak and show
director Moltar, as well as other past foes, as he
attempts to run a talk show from the Ghost Planet.
Live celebrities including Dr. Joyce Brothers, Jim
Carrey, Mark Hamill, Hulk Hogan, Elvira, and others
would appear on a hanging television monitor to be
interviewed by Space Ghost (now voiced by George
Lowe), but the hero's non-sequiturs and strange
questions made each interview bizarrely unique.
The series finally ended on New Year's Eve 2003,
though it led to spin-off series such as Cartoon
Planet (1997-1999), Brak Present the Brak Show
Starring Brak (2000), and The Brak Show
(2001-2004).
Space Ghost appeared on a variety of licensed
products in the 1960s and 1970s, including a Big
Little Book, costumes, puzzles, coloring books,
patches, and even bubble bath! His comic book
adventures have been few and far between: Space
Ghost #1 from Gold Key in March 1967 (and four
anthology appearances in 1968-1969); one
appearance in The Funtastic World of Hanna-Bar-
bera TV Stars #3 from Marvel in December 1978;
one issue from Comico in December 1987; one
issue from Archie Comics in March 1997; and irreg-
ular issues of Cartoon Network Presents from DC
Comics from 1997 to 2004. (However, in early
2004 it was announced that a non-humorous
comic-book miniseries giving a kind of prequel to
the character's original cartoon adventures — and
answering long-standing questions about who he is
and where he comes from — was on the way from
DC.) In the years since Space Ghost Coast to Coast
premiered, the character's cult status has grown,
resulting in action figures, statues, T-shirts, litho-
graphs, books, soundtracks, and other material.
Whether as superhero or talk show host, Space
Ghost is definitely not dead. — AM
Space Heroes
Space may be the final frontier, but some super-
heroes traverse the intergalactic skyways and
explore perilous planets, boldly going where the Ter-
ran hero has never gone before.
Buck Rogers and Flash Gordon, the headstrong
Earthmen who rocketed into futuristic and/or other-
worldly adventures, are the prototypical space
heroes. Both originated in newspaper comic
strips— Rogers in 1929, and Gordon in 1934— and
were immortalized beyond the funnies in movie seri-
als, Big Little Books, motion pictures, television
series and cartoons, View-Master reels, action fig-
ures, and comic books. (Brick Bradford, their con-
temporary, starred in a comic strip from 1933 to
1987, as well as in other media, but never quite
reached the cultural zenith of Buck or Flash. Also
largely forgotten today is the earth-bound Flash-and-
Buck variant named Blue Bolt, who fought out-
landish menaces and secret societies underground
and, in 1940, became the first character collaborat-
ed on by the soon-to-be-legendary Joe Simon and
Jack Kirby team.)
The colorful costumes, exotic locales, and larg-
er-than-life menaces in the Buck Rogers and Flash
Gordon comic strips were a major influence upon
the first superhero, Superman — actually a "strange
visitor from another planet" himself — and upon the
burgeoning comic-book industry. During comics'
Golden Age (1938-1954), Fiction House published
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Space Heroes
Planet Comics (1940-1954), an anthology spot-
lighting "weird adventures on other worlds — the uni-
verse of the future." Each issue of Planet teemed
with electrifying epics starring handsome heroes
and fetching females cut from the Rogers/Gordon
cloth — Reef Ryan and Princess Vara, Mars (God of
War), Auro (Lord of Jupiter), Flint Baker, the Red
Comet, Gale Allen and the Girl Squadron, Mysta of
the Moon, the Star Pirate, and the Space Rangers —
discharging their ray guns against freakish extrater-
restrial monstrosities and interplanetary warlords.
Other publishers zoomed into the fray. Rex Dex-
ter of Mars, a laser-blasting space hero who soared
on steel wings, was one of the features premiering
in Mystery Men Comics #1 (1939), the same comic
that launched the career of the superhero Blue Bee-
tle. A pulp-magazine character named Captain
Future — a crossbreed of Flash Gordon and Doc Sav-
age — blazed into action in 1940 with his proton pis-
tol and superior intellect. An entirely different char-
acter called Captain Future appeared in Startling
Comics #1 (1940), but had no futuristic gimmicks,
only an appropriation of the name. Spacehawk, the
star-faring marshal first seen in Target Comics #5
(1940), was a surprisingly grim strip from a cartoon-
ist best known for madcap, Basil Wolverton. Star-
ring in the short-lived Miracle Comics (1940-1941)
was Sky Wizard, the "Master of Space," whose gar-
ish red-and-green uniform went unappreciated by
colorblind readers. Superworld Comics — the prod-
uct of publisher Hugo Gernsback, originator of
Amazing Stories, the first sci-fi pulp — starred Mitey
Powers, an adventurer who battled "Martians on the
Moon." Captain Dash, a blue-cowled aero cop who
patrolled the thirty-first century, appeared — only
once— in Comedy Comics #9 (1942).
In its four-year run, Wonder Comics
(1944-1948) included the forgettable Dick Devins
("King of Futuria") and the leggy, redheaded space
pirate named Tara, who brandished a sci-fi saber
instead of a ray gun. Lance Lewis, Space Detective
flew into Startling #44 (1947). Clad in red togs
(bearing a blazing blue comet chest insignia) with
orange-and-blue striped epaulets, Lewis fired his ray
blaster at renegade robots with a penchant for kid-
napping scantily clad ladies. And DC Comics' Tommy
Tomorrow of the Planeteers' bumpy but lengthy ride
in print began in the "real science" series Real Fact
Comics #6 (1947). Tomorrow was used to depict the
man of the future in educational strips, then
matured into a full-fledged space-adventure series
beginning in Action Comics #127 (1948). In his pur-
ple outfit with short pants, Tomorrow navigated the
stars in his ship the Ace of Space.
American paranoia fueled by the spread of
Communism and the threat of atomic warfare
metaphorically played out in popular culture through
invaders from outer space in films like The Day the
Earth Stood Still (1951), and soon the new medium
of television featured a galaxy of futuristic heroes.
TV viewers were enthralled by Captain Video and
His Video Rangers (1949-1955), featuring the
"Guardian of the Safety of the World," a self-pro-
claimed planetary protector who stunned his adver-
saries (including Mook the Moon Man, Kul of Eos,
and Toborthe Robot [read that name backwards])
with his Cosmic Ray Vibrator; and Tom Corbett,
Space Cadet (1950-1952), who patrolled the cos-
mos in the starship Polaris with the fellow members
of the Space Academy. Space heroes stormed into
other media: Commando Cody a.k.a. Rocketman,
the "Sky Marshal of the Universe," was one of the
last characters to headline a movie serial as that
art form was dying out due to the emergence of
television; and comics publisher Ziff-Davis' Crusad-
er from Mars (1952) featured the alien Tarka,
deported from the red planet for a crime and deter-
mined to redeem himself by performing good deeds
on Earth, over which he hovered in his soundless
"Whirling Disc-craft."
With Julius "Julie" Schwartz — the founder of
science-fiction fandom and a former sci-fi literary
agent — in the editorial pool of DC Comics, space
heroes dotted DCs publishing starscape of the
1950s. Strange Adventures #9 (1951) premiered
Captain Comet, actually Adam Blake, an evolution-
Ufifi
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Space Heroes
ary fluke — comics' first mutant— centuries ahead of
his time. Captain Comet fought crooks and aliens
with ESP, flight, and psychokinesis; for example, in
Strange Adventures #28's (1953) "Devil's Island in
Space," Comet's "super-normal senses detect dan-
ger," but his eyes cannot see the invisible invaders
encircling him. The Knights of the Galaxy, DCs ultra-
modern interpretation of King Arthur's Knights of
the Round Table, bowed in Mystery in Space #1
(1951), fighting mundane menaces like the con-
queror Korvo. The Atomic Knights, a group of far-
flung (set way off in 1986) champions, debuted in
Strange Adventures #117 (1960). Gardner Grayle
led his defiant militia — each dressed in an ancient
suit of armor — in opposition to the despotic Black
Baron and other menaces threatening the nuclear-
ravaged "future" Earth. Schwartz's titles included
additional space characters (Star Hawkins, Space
Cabbie, and the Star Rovers, among others), but the
editor's best-remembered — and most enduring —
sci-fi superhero is the jetpacked Adam Strange, pre-
miering in Showcase #17 (1958) and sporadically
appearing in myriad comics, including Justice
League of America.
DC editor Jack Schiff unveiled the Space
Ranger in Showcase #15 (1958). The Ranger had a
secret identity — business heir Rick Starr — and
donned a red-and-yellow spacesuit with a bubble
helmet and a rocketpack to fight futuristic bad guys
(the Jungle Beasts of Jupiter and the Alien Brat
from Planet Byra, among others) with a cutesy alien
pal, Cryll, by his side. Ultra the Multi-Alien — com-
mencing in Mystery in Space #103 (1965) — was a
bizarre DC hero whose ragtag body was composed
of four ethereal life forms.
The "space race" between the United States
and Russia encouraged a trend of star-spanning
superheroes during the 1960s. Marvel Comics' Sil-
ver Surfer flew into the pages of Fantastic Four #48
(1966) first as the herald to the world-eating Galac-
tus, then as a superhero in his own right. Mar-Veil, a
military officer from the Kree empire, trekked to
Earth in Marvel Super-Heroes #12 (1967), where he
became known as Captain Marvel, fighting aliens
and supervillains for years before dying of cancer
and being succeeded by his son, Genis. The
Guardians of the Galaxy — Vance Astro, Charlie-27,
Yondu, Starhawk, Martinex, and Nikki — was a
superteam that premiered in Marvel Super-Heroes
#18 (1969), waging war against serpentine soldiers
that enslaved future Earth. In 1967, Hanna-Barbera
introduced the animated hero Space Ghost, who
used his power bands to battle Brak, Moltar, and
other galactic antagonists. Wham-0, the makers of
the popular Frisbee toy, produced a one-shot
comic— Wham-0 Giant Comics #1 (1967)— starring
Galaxo, a space policeman for the United World
Interstellar Agencies, who communicated with vari-
ous races via his Computo-Translator. Also during
the 1960s, Gold Key Comics published two series
starring sci-fi heroes: Magnus, Robot Fighter and
M.A.R.S. Patrol.
From the 1970s to the present, science-fiction
heroes have frequently launched their careers,
some blazing eternally, others going supernova with-
in a few appearances. Among their number: the
ABC Warriors, robotic combatants from the British
comic 2000 AD; Alan Moore's social-commentary
star-trooper saga The Ballad of Halo Jones (one of
the relatively few series of this type with a female
protagonist); Deathlok, Marvel's cyborg soldier —
and a precursor to Robocop — with 75 percent of his
body boasting cybernetic enhancements, first seen
in Astonishing Tales #25 (1974); First Comics'
Grimjack, a freelance assassin who chose a sword
over technological weapons; Britain's popular Judge
Dredd, Mega City's "Lawman of the Future," from a
host of comics, Batman crossovers, and a poorly
received 1995 live-action movie starring Sylvester
Stallone; Kamandi, the Last Boy on Earth, written
and drawn by the legendary Jack Kirby, a post-apoc-
alyptic DC Comics series heavily inspired by the film
Planet of the Apes; and creator Jim Starlin's Dread-
star, an opposition leader embroiled in a conflict
between the Church of Instrumentality and the
Monarchy. (Starlin is perhaps the foremost practi-
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Spacehawk
tioner of the "cosmic" hero as well, a protagonist
who mixes interstellar adventure with mind-expand-
ing mysticism, as in the case of another character
most associated with Starlin, the space-faring
swashbuckler Adam Warlock.)
Other futuristic favorites: Killraven, seen in Mar-
vel's War of the Worlds series (appearing in the title
Amazing Adventures), a continuation of H. G. Wells'
classic, featuring a former gladiator turned leader of
a rebellion against Martian tyranny; Frank Miller and
Dave Gibbons' Martha Washington, an African-Ameri-
can freedom fighter warring against a fascist-con-
trolled near-future where the poor are incarcerated;
Mike Baron and Steve Rude's Nexus, the fusion-gen-
erating hero who dreamt of mass murderers, then
sought them out to execute them; another Kirby con-
coction for DC Comics, OMAC: One Man Army Corps,
actually Global Peace Agent Buddy Blank, answering
to the all-seeing satellite Brother Eye; the X-Men
spinoff Star Jammers, Marvel's crew of interplane-
tary pirates; writer/artist Walter Simonson's Star
Slammers, a space militia for hire; America's Best
Comics' bawdy time-travel series Jonni Future; and
the Wanderers, a superteam 1,000 years in the
future first seen as supporting-cast members in
DCs Legion of Super-Heroes series before spinning
off into their own comic in the 1980s. Most of these
characters' realities are bleak and oppressive, with
the space heroes acting as resistance soldiers to
liberate themselves and/or others. — ME
Spacehawk
As superheroes began to dominate the newsstands,
more publishers entered the comics market includ-
ing, in 1940, Curtis, owners of the Saturday Evening
Post, at the time one of the country's leading maga-
zines. Their first title, Target Comics, featured a
mixed bag of strips including Manowar, the White
Streak, and Bulls-Eye Bill, but it was not until the
introduction of Spacehawk in the fifth issue (June
1940) that the comic really took off. Spacehawk was
&%
the creation of one of comics' most maverick talents,
Basil Wolverton, whose bizarre, extraordinary artwork
has earned him a cult following to this day. Wolverton
had long held an affection for space heroes, stretch-
ing back to his creation of Marco of Mars in 1928,
and he had worked on such strips as Meteor Martin,
Shack Shannon, and a group called the Spacehawks
throughout the 1930s. Spacehawk (singular) differed
from his predecessors in combining the science fic-
tion setting of Flash Gordon or Buck Rogers with the
superpowers of the recently launched Superman.
Like Superman, Spacehawk traveled from a dis-
tant, alien planet to Earth's solar system to patrol
the spaceways as a sort of intergalactic policeman,
traveling anywhere he sensed "vibrations of hatred."
He wore a bulky spacesuit with heavy metal boots
covered in rivets, was armed with a ray gun, and, in
his first few appearances, sported a rather ugly
mask resembling melted Jello. While he could not fly
under his own power (he had his own somewhat
lumpen spaceship), he was nonetheless unnaturally
strong, had a telepathic mind, and possessed a
steely determination in dealing with the various ban-
dits, space pirates, and menacing aliens whom he
came across. In fact, as heroes go he was unusually
ruthless, often disposing of his foes in a casually
brutal manner, frequently shooting them dead. He
was also, apparently, 800 years old but looked
remarkably well preserved for his age.
In its first year, the strip was filled with the
strangest array of Martians, Saturnians, and Urani-
ans that one could hope to find. Wolverton was a
master of the "spaghetti and meatball" school of
illustration (as he was once so memorably
described) and his aliens were a bizarre looking
bunch, seemingly constructed from warts, tenta-
cles, frankfurters, and spikes. Strangely, they
shared a fondness for the letter G in their names:
Glak, Glork, Grubb, Gorvak, Grebo, Galar, and so on.
In this rather macho world of boiler suits, guns, and
monsters, there was usually little room for the fairer
sex, though Queen Haba of Mercury provided the
occasional dose of romance.
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Spawn
Even as early as 1940, some parents' groups
were putting pressure on publishers to tone down the
more outre elements in their comics, and Wolverton's
editors regularly asked him to rein himself in. On the
outbreak of World War II, they insisted that Space-
hawk be brought down to Earth to fight the enemy
and that the strip be cleared of its troublesome
aliens. Spacehawk was made to reflect the growing
patriotic sentiment of the day, and for most of 1941
fought invading Japanese, an enormous Nazi subma-
rine, and a dictator named "Moosler" (you figure it
out). Wolverton reluctantly complied with these edito-
rial shifts, but by then the strip had lost much of its
special appeal, despite such innovative touches as a
Japanese fifth column hiding in asteroids. On Earth,
"an interplanetary feature couldn't survive," Wolver-
ton later recalled. Nevertheless, our hero soon
acquired an arch-villain, the bullet-headed, bald,
moustachioed Prussian man-mountain, Dr. Gore, who
wreaked havoc with his dastardly paralyzing ray. At
one point, Dr. Gore was captured and carried off into
the Martian desert by one of Spacehawk's alien pals
(the unfortunately named Dork) but he soon returned
in his own spaceship to fight again.
As Wolverton had feared, once the feature was
shorn of its space setting it got lost among the
crowd of other superheroes, and it was canceled
after thirty adventures; its last appearance was in
Target Comics vol. 3 #10 in late 1942. Wolverton's
influence lived on, however, and his detailed,
grotesque pen work can be clearly seen in the art
of R. Crumb and others from the 1960s under-
ground comics movement. Spacehawk has been
reprinted on several occasions, in self-titled book
form in 1978 and as a regular series of comics
from Dark Horse in 1989. — DAR
Spawn
Of the many creator-owned superhero properties
that sprang from the 1992 advent of Image Comics,
Spawn is without doubt the most influential. Con-
Spawn #126 © 2003 Todd McFarlane.
COVER ART BY GREG CAPULLO AND DANNY MIKI.
ceived, written, and illustrated by Image co-founder
Todd McFarlane — best known previously for writing
and drawing Marvel Comics' multiplatinum-selling
Spider-Man series (1990-1991)— Spawn #1
(1992) begins the story of former U.S. Marine
Corps soldier Al Simmons (a character named after
one of McFarlane's college friends) who progresses
to a brilliant career as a covert intelligence opera-
tive after distinguishing himself by saving the presi-
dent of the United States from an assassin's bullet.
Simmons subsequently discovers that his mentor
and superior, Jason Wynn, is presiding over a web of
international intrigue and corruption. Wynn protects
his secrets by sending an operative named Chapel
(a character from fellow Image partner Rob Liefeld's
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Spawn
Youngblood series) to murder Simmons by burning
his face off with a laser.
Simmons finds himself not only dead, but also
doomed to an eternity in hell because of the many
crimes he had committed as a covert government
operative. But Simmons has never taken defeat
well; at the precise moment of his death, he makes
a deal with Malebolgia, the demonic overlord of a
Dantean "eighth sphere of hell." Thanks to this
unholy bargain, Simmons gains the power to return
to the world of the living, where he can see his
beloved wife again — and, as the hellborn creature
known as Spawn, now has an opportunity to wreak
vengeance on the man who engineered his death.
Spawn's hell-haggled supernatural powers include
teleportation, superhuman strength and endurance,
and the ability to transform his facial features — left
in horrific ruins by the laser Chapel used to kill
him — on a temporary basis. Added to his skills as a
trained killer, these new gifts make Simmons all but
unstoppable in combat.
Spawn's resurrection wasn't the first such
occurrence in the annals of superhero comics.
McFarlane's demonic hero embroidered on such
ectoplasmic predecessors as the Spectre (a power-
ful and vengeful shade who originated in DC
Comics' Golden Age [1938-1954]) and Deadman
(who haunted DCs Silver Age [1956-1969] Strange
Adventures anthology title) by exploring the conse-
quences that flow from bargains made with the
forces of darkness. After agreeing to be trans-
formed into Spawn, Simmons finds himself back on
Earth — where he learns that five years has passed
since his death, and discovers that he is free to use
his powers to do battle against minions of hell and
other evildoers. But he also finds that he is expect-
ed to command Malebolgia's demon armies in a
war against the forces of heaven. Even more
painfully, he learns that his wife has remarried and
is now raising a family with her new husband.
Unwilling to cause his widow further grief by re-
entering her life — and not wishing to frighten her by
allowing her to see his horribly scarred visage —
Spawn opts to live out his days in the world's back
alleys, among the dregs of humanity. Determined
not to use his abilities to enhance the power of evil
in the world, Spawn turns against Malebolgia, whom
he sees as having betrayed the spirit of their bar-
gain. Spawn subsequently commits himself to bring-
ing the powerful demon down, while simultaneously
trying to redeem himself for his prior misdeeds as a
covert intelligence operative. Like Marvel's Punisher
and DCs Batman, Spawn is separated from his
family by forces beyond his control and responds to
his trauma by waging an eternal one-man war
against all the evil he encounters.
Despite his good intentions and dogged determi-
nation, Spawn must also contend with some sharp
constraints against the use of his preternatural abili-
ties — his battle against hell is hampered by the fact
that killing the bad guys he encounters merely sends
more evil souls into Malebolgia's employ, thus
increasing the "evil quotient" of the universe. Also,
every time he uses his abilities he places himself in
danger of permanently returning himself to hell by
depleting his finite supply of eldritch energy. On top
of that, his cloak and some of the other pieces of his
way-cool, heavy-metal costume are sentient, parasitic
entities with agendas of their own. Simmons' life is
further complicated by the unwanted presence of the
Violator, an evil, sadistic clown sent by Malebolgia to
act as Spawn's "chaperone" on Earth — a sort of
"guardian demon" who might have been conceived
by a Satanic Frank Capra.
Because the series combined the twin Zeit-
geists of its time — a reliance on the "gritty" ultravio-
lence that became the lingua franca of many super-
hero comics of the late 1980s; and an emphasis
on aesthetics that sometimes overshadowed its
storytelling — Spawn became an immediate hit
among comics readers, collectors, and speculators.
Spawn's appeal, which is strongest among teens
and heavy metal enthusiasts, stems in no small
part from his appearance, which is derivative of
many of the superheroes — and rock bands — McFar-
lane grew up with. Spawn's costume clearly shows
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Spawn
the influence of Marvel's Spider-Man, Doctor
Strange, and the Punisher, along with liberal dollops
of DCs Batman and Lobo. Spawn's visual appeal
arguably transcends the milieu of the violent post-
modern superhero; he wouldn't look at all out of
place playing rhythm guitar with such rock bands as
KISS or Gwar.
The unrelentingly grim tone of Spawn might
have stalled the series creatively fairly early in its
run, had McFarlane not decided to bring in some
new blood. Fan favorite writer Alan Moore, who
gained international prominence after penning DCs
seminal 1986-1987 Watchmen miniseries, wrote
Spawn #8 (1993), and subsequent issues were
authored by Neil Gaiman (best known for DC/Verti-
go's long-running Sandman series), Frank Miller (of
Batman: The Dark Knight Returns fame), Dave Sim
(creator and writer-artist of Cerebus the Aardvark),
and Grant Morrison (DCs Animal Man). Thanks in
part to the efforts of these creators, Spawn's
mythos evolved significantly in sophistication and
expanded to include such new personages as the
Hellspawn (earlier incarnations of Malebolgia's min-
ions), Cogliostro (a powerful ally to Spawn, whose
immortal nature and lengthy history are evocative of
DCs Phantom Stranger), an angel known as Angela,
and an antagonist called the Anti-Spawn.
As the 1990s progressed, not only did Spawn
become a popular stop for talented guest writers,
the character also guest-starred in such intercom-
pany "crossover" comics as Batman-Spawn: War
Devil and Spawn-Batman (both 1994 Image
Comics/DC Comics co-productions). Spawn also
engendered several comics spin-offs, including
Spawn Blood Feud (four issues, 1995); Spawn:
Blood and Salvation (a 1999 one-shot); Spawn: The
Undead (1999-2000); and such long-running titles
as Sam & Twitch (1999-present), about a pair of
urban detectives investigating the supernatural in a
Buffy the Vampire Slayer meets NYPD Blue setting;
Spawn: The Dark Ages (1999-2001); and
Hellspawn (2000-present), the latter two of which
feature versions of Spawn (Malebolgia's other
demonic military commanders) that are even mean-
er than the original 1992 incarnation. Taking on a
life of his own during his first half-decade of exis-
tence, Spawn also became the subject of a 1997
feature film (Spawn, starring Michael Jai and direct-
ed by Mark A. Z. Dippe), gave rise to an Emmy
Award-winning HBO animated series (1997-1999),
and provided a major impetus to Todd McFarlane's
toy company (McFarlane Toys), which generated
huge sales with its line of action figures based not
only upon Spawn, but also on such licensed proper-
ties as KISS, Shrek, The X-Files, Austin Powers,
Army of Darkness, Alien, Predator, and the Beatles.
Comics, toys, films, and television series
aside, the greatest contribution that Spawn — and
McFarlane — have made to the superhero genre may
be in encouraging comics creators either to retain
ownership and control of their creations, or to
obtain better payment for their work. Like artist
Neal Adams, whose crusades in the late 1960s and
early 1970s on behalf of creators' rights pressured
comics publishers to offer better terms to artists
and writers than those found in the industry's then-
standard "work- for-hire" contracts, McFarlane
exerted a similar influence on the publisher-creator
dynamic during the 1990s and beyond; indeed,
McFarlane was one of Marvel's highest-paid cre-
ators at the time he was still writing and drawing
Spider-Man.
Whether McFarlane's aesthetic effect on
comics was equally salutary will no doubt be debat-
ed for many years to come, however. But for good or
ill, Spawn's "grittification" of the storytelling and
design of many other superhero comics published
over the past decade is undeniable, showing up
clearly in such Image titles as Witchblade (1995),
The Darkness (1996), Violent Messiahs (1997),
and Rising Stars (1999). The darkness and other-
worldly violence that characterize Spawn can also
be seen in comics such as 30 Days of Night (Idea
Design Works, 2002) by Steve Niles and Ben Tem-
plesmith (who collaborated earlier on McFarlane's
Hellspawn) and in Criminal Macabre (also by Niles
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The Spectre
and Templesmith, from Dark Horse Comics, 2003);
and The Authority (1999, DC/WildStorm).
Having successfully weathered the myriad ups
and downs of the comics business since Spawn's
inception — including the 1996 breakup of the core
Image Comics partners and an ultimately success-
ful (and costly) defamation lawsuit filed against
McFarlane in 1999 by hockey player Tony Twist, who
objected to having one of Spawn's villains (a gang-
ster) named after him — Todd McFarlane still runs
Todd McFarlane Productions (TMP) in 2004. TMP
oversees Spawn's considerable licensing empire
and continues to publish the original, ever-durable
Spawn title, as well as its current spin-offs, which
employ numerous other artists and writers. Whatev-
er criticisms its detractors may have, Todd McFar-
lane's Spawn represents one of the most phenome-
nal success stories in the history of superhero
comics. — MAM
The Spectre
Within a year of Superman's first appearance, DC
Comics followed up with Batman and the Sandman.
Soon after, among a flood of colorful crime fighters,
Superman creator Jerry Siegel invented the first
supernatural hero, the Spectre. Drawn by young artist
Bernard Baily, Siegel's first Spectre story was fea-
tured in More Fun Comics #52 in early 1940, and it
is safe to say that young comics readers had never
seen anything quite like it. The story opens with
tough cop Jim Corrigan attending a party celebrating
his engagement to socialite Clarice Winston. Follow-
ing a tip-off, Corrigan rushes to a nearby race course
where a bunch of local criminal "Gat" Benson's
hoods are attempting a robbery. Corrigan rounds
them up single-handedly, but later an enraged Ben-
son kidnaps Corrigan, shoves him into a concrete-
filled barrel, and throws it and Corrigan into a river.
Naturally, this being a comic, death is hardly an
impediment to a hero's career, and so at the gates
Adventure Comics #432 © 1974 DC Comics.
COVER ART BY JIM APARO.
of Eternity the voice of God tells Corrigan that his
work is not yet complete, and he is returned to
Earth, where he destroys the gang of crooks. This
new "avenging Spectre" has almost limitless pow-
ers, including a death stare (by which criminals are
literally frightened to death), and the ability to read
minds, heal wounds, grow to an immense size, and
even travel back in time. Sensing, quite understand-
ably, that he is not quite the same as other men,
Corrigan breaks off his engagement to Winston and
goes home to sew himself a green hooded costume.
Over the next couple of years, the Spectre
struck terror into the hearts of crooks everywhere
and was in many ways a figure of horror himself. He
was effectively God's executioner and, whether it
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Speed Racer
was a common hood or an exotic weirdo such as
Zor, the Blue Flame, Xmon, or the Black Doom, he
dispatched each foe with cold efficiency. Love inter-
est Winston made regular appearances in order to
give the Spectre someone to rescue, but the Spec-
tre's creators perhaps felt that their character was
becoming too unsympathetic. After the character
lost the cover slot on More Fun, Baily tried to
humanize his hero by introducing a comedy side-
kick, Percival Popp the Supercop, whose sole pur-
pose was to get into trouble. The only outcome was
a steady erosion of the Spectre's unique appeal,
and in 1945 the strip was canceled.
For much of the early 1940s, the Spectre was
also a regular member of the Justice Society but,
while many group members were enjoying success-
ful revivals in the 1960s, the Spectre was conspicu-
ous by his absence. Following a campaign by fans,
the Spectral Avenger was finally brought back in
three 1966 issues of Showcase Comics, which
soon led to a regular series. Wary of returning to
the original incarnation's rather bloodthirsty person-
ality, the new strip played up the character's mysti-
cal side, resulting in a series of rather cosmic, psy-
chedelic adventures. However, this Spectre still
lacked the sort of emotional depth that was making
Marvel Comic's superheroes so popular, and it was
not until the horror-obsessed 1970s that the strip
attained any real popularity.
Legend has it that after editor Joe Orlando was
mugged in New York he envisioned a new Spectre
who could wreak the vengeance that he felt so pow-
erless to mete out. With inventive horror writer
Michael Fleisher and artist Jim Aparo on board, the
new Spectre debuted in the February 1974 issue of
Adventure Comics #431 to a mixture of acclaim and
disbelief. Fleisher had gone back to the Spectre's
avenging roots and relished dreaming up new and
inventive ways of killing villains. These included
turning a hood to wood and sawing him up, cutting
someone in half with a colossal pair of scissors,
skewering a cell of terrorists with giant protractors,
and causing a crime lord to be devoured by a twen-
ty-feet-tall duck! Jim Corrigan himself was now a
chain-smoking police detective in the Dirty Harry
vein, harder than hard and as cold as the grave.
From the start, fan reaction was divided; some
loved the hard-hitting stories while others felt the
strip was little more than an exercise in sadism.
When DCs executives heard of the fuss, they took a
look at the comic and were so appalled that they
canceled it on the spot, despite its encouraging
sales. Fleisher and Aparo had their revenge years
later, however, when the whole series was collected
in a deluxe package, complete with the unprinted
stories completed before the axe fell. Apparently,
what was once shocking was now a classic.
Recent years have seen three more series,
which have largely picked up where the 1970s
series left off — with varying degrees of success. A
lengthy 1990s run was particularly well received,
and daringly even brought back Percival Popp, the
Super Cop. The latest, post-millennium incarnation
(which has since been canceled) had rather radical-
ly revived long-deceased Green Lantern Hal Jordan
in the guise of a kinder, gentler Spectre. The "Spirit
of Redemption" had incarnations all over the uni-
verse, with almost untold power; although this was
apparently all too confusing for some, it was never-
theless a sign that Jerry Siegel knew what he was
doing when he devised the character all those years
ago. — DAR
Speed Racer
Speed Racer. A name that conjures up images of
fast cars, death-defying action, a gadget-packed
supercarthat puts superspy James Bond to shame,
and a daring eighteen-year-old dark-haired hero
dressed in a blue shirt, white pants, and penny
loafers — a hero with nerves of steel but harboring a
family secret. For many American children growing
up in 1967 — the year Speed's adventures first
aired on syndicated television in the United
States — Speed Racer was unlike anything they had
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Speed Racer
ever seen. He had no superpowers to speak of, but
he still had adventures that matched any superhero
from Marvel or DC Comics. Speed was in his
teens — in a sense, he was closer in age to the audi-
ence — and he was both human and fallible. He
would often find himself in situations that were too
much for him to handle alone. Finally, as a member
of his father's Go Team, Speed would travel the
world race circuit driving the Mach 5, an advanced
prototype equipped with an array of special features
that were activated by corresponding buttons on the
car's steering wheel.
Members of the Go Team included Speed; his
father, Pops Racer; Sparky, Speed's friend and a top
mechanic; Speed's mother; his younger brother
(and troublemaker), Spritle; and chimp mascot
Chim-Chim. Rounding out Go Team was Speed's girl-
friend, Trixie, who was also a helicopter pilot and a
martial artist.
Since its initial broadcast, Speed Racer has
grown in popularity, gaining more fans over the
years. The show is clearly one of the most popular
animated shows ever seen in the United States. Yet
what many fans of the show did not know — at first —
was that Speed Racer was one of the earliest anime
to be imported from Japan to the United States. For
many, it was their first look at this art form.
To find the origin of Speed Racer, one has to go
back several decades and across the Pacific
Ocean, to Tatsunoko Productions (Science Ninja
Team Gatchaman) in Japan. The late Tatsuo Yoshi-
da, a popular manga artist and one of the co-
founders of Tatsunoko, wanted to make an animat-
ed adaptation of his manga Mach Go Go Go. The
title itself is also a pun on "go," which means "five"
in Japanese. Mach Go Go Go would be Tatsunoko's
first full-color animated series. Jinzo Toriumi was
both the planner and head writer, Hiroshi Sasagawa
was the chief director, and Yoshida was the show's
overall supervisor. Mach Go Go Go chronicled the
adventures of Go Mifune, a young racecar driver
who drove the Mach Go racer — and who had a strict
moral code that often came into conflict with his
racing career. His elder brother Kenichi had left the
racing circuit after a bitter disagreement with his
father, and Go would clash with his father as well.
Throughout his adventures, Go's girlfriend Michi
would remain at his side. The series was also influ-
enced by the "spy craze" of the 1960s. The manga
and eventual series, which premiered in 1967 and
ran for fifty-two episodes, were popular in Japan and
spawned a wave of merchandise.
The American company Translux bought the
rights to all episodes of Mach Go Go Go, but allowed
Tatsunoko to have a role in the English-language adap-
tation of the series. Peter Fernandez, a voice actor
and screenwriter who had previously worked on Astro
Boy (the American version of Tetsuwan Atom), super-
vised the writing and dubbing for the series, now given
the name Speed Racer. Fernandez also provided the
voice for Speed and the mysterious Racer X. Names
and locations were changed, but the music remained
the same. Even the music for the catchy opening
theme was the original background music, with only
the words rewritten, starting with "Here he comes,
here comes Speed Racer/ He's a demon on wheels."
Go Mifune became Speed Racer — but the "G" on his
shirt remained, leading to years of speculation by
fans. Michi Shimura became Trixie (voiced by Corinne
Orr, who also provided Spritle's voice). Rounding out
the cast were Jack Grimes (Sparky) and Jack Curtis
(Pops Racer). Another change occurred during the
adaptation process — Speed became the main focus
of the show; in the original Mach Go Go Go, there had
been more focus on the car.
One memorable aspect of Speed Racer was
the cast of secondary characters and villains, many
with somewhat bizarre names, such as Inspector
Detector the Interpol agent, who would show up to
help Speed solve a case. Another was Racer X — in
reality Speed's brother Rex — the champion masked
racer, the driver of the black and yellow Shooting
Star, and a secret agent. Major villains from
Speed's rouges' gallery included crime bosses
Tongue Bloggard and Cruncher Block, and the sinis-
ter hitman Ace Duecey.
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Spider-Man
All fifty-two episodes of Speed Racer ran on
syndicated television in the United States starting
in 1967, and became the first anime series that
many viewers had seen. The show's fast-paced
adventure, races, and characters were unlike any-
thing viewers had experienced before, and many
fans did not forget the series as they grew older.
Throughout the 1970s and 1980s, Speed's adven-
tures would be shown in many other countries and
in different languages, eclipsing its original version
in recognition. In the late 1980s Now Comics pub-
lished a Speed Racer series written by Len
Strazewski with art by Gary Thomas Washington. A
second series followed in the early 1990s. Stories
from the original Mach Go Go Go manga were trans-
lated into English and released under the title of
Speed Racer. The 1990s also marked a revival of
interest in the TV series. MTV began airing
episodes in the mid-1990s, and a compilation film
called Speed Racer: The Movie toured film festivals
and art houses around the United States. Volkswa-
gen even used the characters in an animated com-
mercial. The Children's Safety Network organization
sponsored the construction of a full-sized Mach 5;
Peter Fernandez and Corinne Orr went on tours
around the country with the car in order to promote
their campaign for children's safety.
The entire series was released on home video,
and in April 2003 Family Home Entertainment began
releasing the series on DVD. A best-selling book writ-
ten by Elizabeth Moran titled Speed Racer: The Offi-
cial 30th Anniversary Guide was published in 1997.
Two years later, WildStorm released a three-issue
comic miniseries written and drawn by Tommy Yune.
The series detailed the origins of the Mach 5 and
Speed's entry into the world of racing. It was popular
enough to have a sequel of sorts released in 2000;
this time Rex Racer was the focus, with the series
detailing his journey toward becoming Racer X. Yune
would return to write the series, with Jo Chen provid-
ing the art. Combined with a new wave of merchan-
dising, all of these projects brought Speed's adven-
tures to a new generation.
Not all of the revival projects worked. In 1993,
Fred Wolf Films (responsible for the Teenage Mutant
Ninja Turtles animated television series) produced a
new Speed Racer television series called The New
Adventures of Speed Racer, but it was not well
received and was not successful in the end. Too
many fans felt that the show — which featured
updated designs for the characters and vehicles —
lacked the essence and charm of the original. In
Japan, Tatsunoko Productions produced an updated
version of Mach Go Go Go in 1997, in time for the
show's thirtieth anniversary; the series ran for thir-
ty-four episodes. An English-dubbed version under
the title of Speed Racer ran on the Nickelodeon
cable channel starting in 2002. While the series
was better than the earlier, ill-fated revival attempt,
it still was not as popular as the original, either in
Japan or America. The lightening, it seemed, could
not be caught in the same bottle twice. — MM
Spider-Girl: See Spider-Woman
Spidev-Man
Spider-Man is easily the most widely recognized
character in Marvel Comics' four-color pantheon,
and has been an American pop-culture mainstay for
more than four decades. He was a radical departure
from the staid conventions of the comic-book super-
hero of the 1950s — a teenage character that wasn't
relegated to sidekick status beside an older, more
experienced hero. Creators Stan Lee (editor-scripter)
and Steve Ditko (artist-plotter) loosed Spider-Man on
an unsuspecting world in 1962 in Amazing Fantasy
#15, portraying a scientifically brilliant but socially
maladroit teen named Peter Parker — a high-school
everyman — who receives a fateful bite from a
radioactive spider during an atomic science demon-
stration. Parker consequently finds himself in pos-
session of the proportional abilities of an arachnid,
including heightened strength, speed, agility, the
ability to cling to walls and ceilings, and a precogni-
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Spider-Man
Amazing Spider-Man vol. 2, #46 © 2002 Marvel Comics.
COVER ART BY FRANK CHO.
tive "spicier sense" that alerts him to approaching
dangers. Using his inborn scientific talents, Parker
synthesizes a unique adhesive "web fluid" — though
superstrong it dissolves after an hour's exposure to
the open air — and builds a pair of wrist-mounted
web-shooters that enable him to shape the webbing
into various useful forms. He also designs and sews
the web-festooned red-and-blue costume that would
quickly become "Spidey's" most visible trademark,
and a ubiquitous sight along Manhattan's skyline
(hence the immortal and oft-repeated tag-line, "Your
friendly neighborhood Spider-Man").
In addition to possessing superpowers atypical
for his era — heroes with arthropod-like abilities
were relatively uncommon in the early 1960s — Spi-
der-Man also departs from the background typical
of other "long-underwear" characters. Instead of
hailing from another world like Superman, inheriting
millions like Batman, or having the godlike advan-
tages of Wonder Woman, Spider-Man is essentially
an ordinary guy whose alter ego lives a basically
normal life prior to gaining his extraordinary abili-
ties. Co-creator Lee has described him as "an
orphan who lived with his aunt and uncle, a bit of a
nerd, a loser in the romance department, and who
constantly worried about the fact that his family
barely had enough money to live on. Except for his
superpower, he'd be the quintessential hard-luck
kid. He'd have allergy attacks when fighting the vil-
lains, he'd be plagued by ingrown toenails, acne,
hay fever, and anything else I could dream up." How-
ever, Lee's publisher Martin Goodman wasn't initial-
ly receptive to the idea of a teen hero taking center
stage, nor did he want to accept Spider-Man's neu-
roses, romantic deficiencies, and chronic concerns
about money. Goodman also thought that the audi-
ence would be repelled by the character's spider
motif. Fortunately, Lee's instincts prevailed; Spider-
Man's debut in Amazing Fantasy was an immediate
and resounding success.
From the beginning, Spider-Man's behavior
deviates significantly from the prevailing super-
heroic norms as well. Instead of selflessly dedicat-
ing his superhuman gifts to crime-fighting or the
general betterment of humankind, the newly
empowered Spider-Man cashes in on his talents by
becoming a television celebrity. After his first perfor-
mance before the cameras, he refuses to bother to
stop a robber from stealing the television station's
studio box-office receipts. During the days that fol-
low, Spider-Man's fame grows, though Peter Parker
wisely keeps his identity concealed. But his world
abruptly collapses a few days later when a burglar
murders his uncle, Ben Parker, leaving Peter's Aunt
May a widow (Ben and May Parker had raised young
Peter after the boy's parents, Richard and Mary
Parker, died while performing espionage on behalf
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Spider-Man
of the U.S. government). The grief-stricken Spider-
Man tracks down Uncle Ben's killer, collaring his
first criminal — only to make the horrible discovery
that the murderer is the very same robber he'd
allowed to escape from the television studio. "My
fault," a tearful Peter Parker soliloquies after catch-
ing the killer. "All my fault! If only I had stopped him
when I could have. But I didn't— and now — Uncle
Ben — is dead ..." Spider-Man's debut story closes
with a somber narration that permanently sets the
series' moral tone: "And a lean, silent figure slowly
fades into the gathering darkness, aware at last
that in this world, with great power there must also
come — great responsibility!"
Although Spider-Man's one-shot comics "pilot"
in Amazing Fantasy #15 soon led to an ongoing
series that began with The Amazing Spider-Man
(abbreviated ASM) vol. 1 #1 in March 1963, the
eponymous character immediately became integral
to the ever-burgeoning "Marvel universe" as well,
interacting (and sometimes exchanging blows) with
such mainstays as the Fantastic Four, that group's
Human Torch (another teen hero), Daredevil, and the
Incredible Hulk. Spidey also quickly developed a col-
orful, soap opera-worthy supporting cast of his own,
including: the rabidly anti-vigilante Daily Bugle news-
paper publisher J. Jonah Jameson; girlfriend Gwen
Stacy (to be replaced later by hipster "party girl"
Mary Jane Watson following Stacy's untimely death);
high-school jock bully Flash Thompson, who would
later become part of Parker's circle of friends; col-
lege roommate Harry Osborn; and a roster of cos-
tumed adversaries such as the Chameleon; Myste-
rio; the Tinkerer; the Vulture; Doctor Octopus; the
Sandman; the Lizard, Electro; the Enforcers; the
Green Goblin; Kraven the Hunter; the Ringmaster
and His Circus of Crime; the Scorpion; the Beetle;
Spencer Smythe and the Spider-Slayers; Crime-Mas-
ter; Molten Man; Master Planner; the Looter (later
known as the Meteor Man); and the Kingpin. Like
most of the superheroes of his time, Parker takes
great pains to conceal his secret crime-fighting life
from everyone around him; he is largely successful,
despite being unmasked on more than one occa-
sion. Stacy's father (NYPD Captain George Stacy)
and Watson also figure out his secret on their own,
but keep it to themselves. In 2001, even Peter's
Aunt May discovers his secret.
Parker is beset by chronic personal and finan-
cial difficulties from the outset, such as having to
earn enough money to pay his ailing Aunt May's
medical bills; she had been poised at death's door
virtually from the beginning of The Amazing Spider-
Man, and even experienced "fake deaths" on two
notable occasions. For many years, Peter Parker
earned the money he needed to keep his aunt alive
by selling photos of himself in action as Spider-Man
(taken surreptitiously with an automatic camera,
usually webbed to a wall) to his unsuspecting
newsprint nemesis, Jameson. But Parker's earnings
are barely sufficient to keep body and soul together,
let alone properly maintain his Spider-Man cos-
tume; on one memorable occasion (Spectacular
Spider-Man magazine #1), Parker had to make do
with a knock-off Spider-Man uniform borrowed from
a costume-shop window; on another (ASM vol. 1
#258, November 1984), he had to wear a paper
bag over his head — and a Fantastic Four uniform
lent to him by the Human Torch — while waiting for
his Spidey suit to dry in a public Laundromat.
Despite the myriad mundane problems Parker
faces, he generally approaches life — and crime
fighting — with an upbeat attitude and a sly sense of
humor that often manifests as wisecracks delivered
in the midst of battle.
As The Amazing Spider-Man developed through
the 1960s, the series distinguished itself with a
sense of moral ambiguity that the vast majority of
its contemporaries lacked; thanks largely to the
inflammatory editorials of The Daily Bugle's Jame-
son, Spider-Man spends many years as a fugitive
from the law, though all the while he is attempting
to do good in the world. Spidey's reputation isn't
helped when he is blamed for the death of George
Stacy, who had actually been killed by Dr. Octopus
(ASM vol. 1 #90, November 1970). The wall-
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Spider-Man
crawler's first ongoing series is also unusual in that
Parker and his supporting cast are not completely
frozen in time in the manner of many competing
comics. Issue #28 (September 1965) presents
Parker's high school graduation. By issue #31
(December 1965) he begins his physics studies at
Empire State University, where he meets Gwen
Stacy, the first major love of his life, who would later
be slain by the first Green Goblin. By issue #185
(October 1978), Parker graduates from college. And
in ASM Annual #21 (1987), Parker marries the sec-
ond great love of his life, Mary Jane Watson; in an
alternate universe first glimpsed in What lf?\io\. 2
#105 (February 1998) and explored more thorough-
ly in the monthly Spider-Girl series (which debuted
in October 1998), Parker and MJ eventually have a
daughter named May "Mayday" Parker who inherits
Dad's powers and takes up the family business of
costumed crime fighting.
Steve Ditko, the artist who originated Spider-
Man's characteristic lean, "spidery" look, left the
series with issue #38, after which penciler John
Romita took over the illustration chores, adding a
dash more realism to the character's still-develop-
ing milieu and greatly affecting the look of the rest
of the Marvel line as well (Romita eventually
became the company's art director). It was Romita
who provided the visuals for Spider-Man's climactic
battle with the first Green Goblin in 1966, which
broke another long-standing superhero taboo — both
characters learn one another's secret identities (the
Goblin is really Norman Osborn, the industrialist
father of Parker's college roommate, Harry). Issues
#96-#98 (May-July 1971) broke more new ground
by portraying substance abuse by Harry Osborn.
Although these three comics (written by Stan Lee
and illustrated by Gil Kane) weighed in negatively on
illegal drug use, the subject matter was sufficiently
ahead of its time to prompt the Comics Code
Authority (an industry self-censorship board) to with-
hold its seal of approval.
Many other Spider-Man artists and writers fol-
lowed in the creative footsteps of Lee, Ditko, and
Romita throughout the 1970s, including such
scribes as Gerry Conway, Len Wein, and Marv Wolf-
man, and such illustrators as Gil Kane, Ross Andru,
and Keith Pollard. Even prior to this period, Spider-
Man was already a fast-expanding franchise, unable
to be contained between the covers of a single
monthly publication. Not only had the character
crossed over into numerous other Marvel titles (this
"shared universe" was always one of Marvel's most
appealing features), but he spun off briefly into a
large-format magazine titled Spectacular Spider-
Man, which lasted only two issues (July and Novem-
ber 1968). Spidey's frequent crossovers with other
Marvel characters led to a bimonthly title dedicated
to this idea, Marvel Team-Up, which began in March
1972 and ran for 150 issues. The debut issue
teamed Spider-Man with the Human Torch, and the
series eventually paired him with nearly every high-
profile character in the Marvel universe (the series
was replaced by the Web of Spider-Man monthly
series, which started in April 1985; Marvel Team-Up
had a second incarnation, an eleven-issue run that
began in September 1997).
A new monthly series called Spidey Super Sto-
ries, intended for younger readers, began publica-
tion in October 1974 and lasted for fifty-seven
issues. As the 1970s continued, Spider-Man's
adventures expanded into a fourth ongoing comic
series (a monthly intended for the mainstream
Spidey audience) titled Peter Parker: The Spectacu-
lar Spider-Man (later shortened to The Spectacular
Spider-Man), which debuted in December 1976 and
ran for 263 issues. Marvel parodied the character
in such series as Not Brand Echh (1967-1969) and
Peter Porker, Spider-Ham (a bimonthly that began in
May 1985 as part of Marvel's kid-oriented Star
Comics line). Spider-Man even left the confines of
the Marvel universe itself when he took part in the
first crossover between the heroes of Marvel and
DC Comics in the large-format ("treasury-sized")
Superman vs. the Amazing Spider-Man (1976),
which heralded several more eagerly-anticipated
intercompany crossings during the next several
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Spider-Man
years. By April 1978, an unrelated character (Jessi-
ca Drew) became the star of Marvel's monthly Spi-
der-Woman series, which ran for fifty issues and
spawned two more brief series in the 1990s.
Although Spider-Man's editorial teams blazed
fewer new trails than did either the Lee-Ditko or Lee-
Romita pairings as the hero gained increased expo-
sure during the late 1970s and early 1980s, this era
still enjoyed some high-quality stories. Roger Stern's
"The Kid Who Collected Spider-Man" (ASM vol. 1
#248, January 1984) is arguably the finest example.
In this haunting, poignant tale, Spider-Man reveals
his closely guarded secret identity to a young fan. It
isn't until the last panel that readers discover the
reason for this revelation — it is a gift to a child who is
fated very soon to die from a terminal illness.
Spider-Man's most significant departure from
tradition came more than two decades into his run.
ASM vol. 1 #252 (May 1984) garbs Peter Parker in a
new, black-and-white costume, which he acquires on
a distant planet during the large-scale multi-
hero/multi-villain twelve-issue Marvel Super Heroes
Secret Wars crossover miniseries (May 1984
through April 1985). This living costume, which sup-
plies its own web-fluid and morphs itself into street
clothes in response to Parker's thoughts, turns out
to have its own evil, manipulative intellect. After
Parker realizes that the symbiotic costume is con-
trolling him rather than vice versa, he discards it; the
jilted costume subsequently "possesses" a former
newspaper reporter named Eddie Brock. The cos-
tume and Brock — whose reputation was smeared
after he had falsely accused Spider-Man of being the
serial killer known as the Sin-Eater— join forces to
settle their respective scores with the wall-crawler
as Venom {ASM vol. 1 #300, May 1988). Venom
resembles a supermuscular version of the black-
and-white-clad Spider-Man, with the addition of hun-
dreds of razor-sharp teeth and a long, prehensile
tongue. This creature subsequently becomes one of
Spider-Man's deadliest recurring villains. Venom also
gives rise to the villain Carnage, who comes into
existence when a piece of the symbiotic costume
bonds with a deadly convicted killer named Cletus
Kasady (ASM vol. 1 #361, April 1992). Carnage sub-
sequently comes into conflict with both Venom and
Spider-Man on several occasions.
Another significant, if temporary, change Spi-
der-Man experiences occurs during what is popular-
ly known as the "cosmic Spidey saga," which ran in
Spectacular Spider-Man #158-#160 (December
1989 through January 1990, written by Gerry Con-
way and penciled by Sal Buscema), Web of Spider-
Man #59-#61 (December 1989 through February
1990, written by Gerry Conway and penciled by Alex
Saviuk), and ASM\/o\. 1 #328 (January 1990, writ-
ten by David Michelinie and illustrated by Todd
McFarlane). In this arc, Parker's accidental expo-
sure to an unknown energy source at an Empire
State University lab increases his power-level by
orders of magnitude; Spider-Man soon discovers
that he possesses hyperacute senses and can
shoot devastating blasts of force from his finger-
tips. However, Spider-Man also learns that with this
even greater power comes even greater responsibil-
ity. A cosmic struggle to prevent a superpowered
robot called the Tri-Sentinel from causing a melt-
down at a nuclear reactor ultimately bleeds off
Spidey's excess power, restoring him to his "nor-
mal" Spider-powered self.
The title that launched Spider-Man into the
1990s was called, simply enough, Spider-Man, and
debuted in August 1990. Spider-Man showcased
the writing and illustrations of fan-fave artist and
Spawn originator Todd McFarlane, whose eye-grab-
bing, rococo style drew unprecedented fan attention
to the character. Particularly noteworthy are the
detailed renderings of "Ditko-esque" poses and the
ornately braided "spaghetti webbing" that flow from
Spidey's web-shooters. The first issue of Spider-
Man also inaugurated Marvel's soon-to-be-ubiqui-
tous practice of releasing a single comic book with
multiple covers, a marketing maneuver that
arguably appealed more to collector-speculators
than to readers; nevertheless, that issue set a
benchmark for sales, pumping more than 3 million
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Spider-Man
copies into direct-market comics shops and news-
stand venues around the world, a record that wouldn't
be broken until the new X-Men title premiered the
following year. November 1992 saw the release of
the first issue of Spider-Man 2099, part of a group
of titles set in the Marvel universe of the late twen-
ty-first century. This future Spider-Man, whose real
name was Miguel O'Hara, received his powers —
which included a biologically extruded webbing that
anticipated Sam Raimi's cinematic wall-crawler by a
full decade — as a result of exposure to genetic-engi-
neering treatments. Spider-Man 2099 was pub-
lished monthly until August 1996 (issue #46). Spi-
der-Man Unlimited began its quarterly, twenty-three-
issue run in May 1993, part of an aggressive
Spidey publishing program that lasted throughout
the 1990s, even though comics sales in general
softened greatly as the decade wore on. Numerous
limited series, graphic novels, and reprint collec-
tions continued to appear throughout this period.
One of the biggest shakeups in Parker's 1990s
adventures was a story arc commonly known as
"the clone saga," which began in the Spidey comics
that bore October and November 1994 cover dates.
This arc reveals that Peter Parker is actually a clone
of Spider-Man made way back in ASM vol. 1 #149
(October 1975) by the Jackal (Miles Warren, one of
Parker's college professors), while the real Peter
Parker — who had been mistaken for a clone thought
killed in an explosion along with the Jackal — returns
in the guise of Ben Reilly (a combination of Ben
Parker's first name and May Parker's maiden
name). {ASM vol. 1 #150 [November 1975] had
established that the "Peter Parker" left standing
had never definitively learned whether he was the
clone or the original.) After Reilly (a.k.a. Parker)
returns to New York, the clone Peter Parker decides
to leave behind his Spider-Man identity, allowing
Reilly to take over as Spider-Man. This controversial
development is regarded by many critics as one of
the most significant editorial missteps in Spider-
Man's checkered history because it was confusing
and repudiated two decades of settled continuity.
t&*
The story arc was finally undone by the later revela-
tion that Reilly was, in fact, not the original Peter
Parker; the entire situation had been engineered by
Norman Osborn, the original Green Goblin, who was
back from the dead (Spider-Man #75, December
1996). Rather than committing wholesale revision-
ism on the Spidey milieu as the "clone saga" had,
Untold Tales of Spider-Man (a twenty-five-issue
series, beginning in September 1995) instead
embroidered the existing web-slinging legend. Writ-
ten with obvious respect and affection by acclaimed
comics scribe Kurt Busiek, these stories were set
very early in Spider-Man's timeline, "between the
panels" of the earliest Lee-Ditko stories.
Every superheroic icon that endures for several
decades is bound to accrete an unwieldy amount of
backstory, and Spider-Man is no exception. In an
effort to "scrape off the barnacles," Marvel broke
with tradition yet again by ending The Amazing Spi-
der-Man's run with issue #441 (November 1998),
as part of the "Final Chapter Arc," which continued
in Spider-Man #97, Spectacular Spider-Man #263,
and Spider-Man #98 (the final issues of those ven-
erable series as well), preparatory to a controversial
"reboot" of the character. In Spider-Man: Chapter
One (which began in December 1998), writer-artist
John Byrne — renowned for his complete rewrite of
the history, origin, and powers of DCs Superman a
dozen years earlier — updated Spider-Man's origin
story, as well as his first year as a spandex-clad
crime fighter, to mixed reactions. January 1999 saw
the start of Peter Parker, Spider-Man, a new ongoing
series, as well as the first issue of volume 2 of The
Amazing Spider-Man, the revival of Spider-Man's
flagship title. This series has run parallel to a
reboot in Ultimate Spider-Man (which debuted in
October 2000), in which writer Brian Michael Bendis
retells the entire Spidey saga from a beginning
moved up to the 2000s.
The Amazing Spider-Man vol. 2 #36 (December
2001), written by J. Michael Straczynski (the creator
of the Babylon 5 television series) and drawn by
John Romita Jr., dealt with Spider-Man's reactions
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Spider-Man in the Media
to the September 11, 2001 terrorist attacks on
New York's World Trade Center, thereby gaining
national media attention. Consistent with his
"everyman" viewpoint, Spider-Man sees the non-
superpowered police and fire personnel who
risked — and lost — their lives during the catastrophe
as the real heroes of the day. The carnage of Sep-
tember 11 forces Spider-Man to honestly confront
the limits of his ability to thwart evil.
Now more than four decades into his exis-
tence, Spider-Man is still going strong, both as a
storytelling vehicle and as one of the enduring
icons of American popular culture. The principle
new storylines can be found today in Amazing Spi-
der-Man (vol. 2) and Peter Parker: Spider-Man.
Reacting to the glutted, depressed comics market
of the late 1990s, Marvel's editorial staff has taken
great pains to ensure the quality of these titles, as
well as producing several well-executed ancillary
ones, including Ultimate Spider-Man (the previously
referenced retelling of older tales from the Spidey
canon); Tangled Web, whose stories emphasize off-
beat perspective on various events and characters
from Spider-Man's lengthy past; and a second Spi-
der-Man Unlimited comic, which essentially
replaced Tangled Web in 2004 and spotlights tal-
ents new to producing Spidey stories. High-profile
writers who have signed exclusive contracts with
Marvel to write about the enduring superhero
include Straczynski and Kevin Smith, writer, produc-
er, and director of such cult-classic films as Clerks,
Mallrats, and Chasing Amy. With ASM highly popular
and Ultimate Spider-Man releasing eighteen issues
annually as of 2004, the wondrous wall-crawler
clearly shows no sign of slowing down. And thanks
to the mass exposure achieved by Raimi's 2002
megahit film Spider-Man and its many merchandis-
ing tie-ins, there is now no dearth of highly motivat-
ed Spidey readers. Although today's Spider-Man
titles sell at nowhere near the multimillion-copy lev-
els that characterized McFarlane's 1990 Spider-
Man premiere, Marvel's friendly neighborhood forty-
something arachnid is clearly not about to hang up
his webs any time soon, nor lose sight of the awe-
some responsibilities his powers bring. — MAM
Spider-Man
in the Media
"Spider-Man, Spider-Man, does whatever a spider
can. Spins a web any size, catches thieves just like
flies, look out, here's comes the Spider-Man." So
start the lyrics of one of the most famous super-
hero theme songs in history. Peter Parker was first
bitten by the radioactive spider that gave him super-
powers in Amazing Fantasy #15 (August 1962), but
Stan Lee and Steve Ditko's creation would surge in
popularity in 1967, with the debut of ABC's animat-
ed Spiderman series (without the official hyphen).
Following their work the previous year with the
syndicated daily animated program called The Mar-
vel Super-Heroes, animators and producers Robert
Lawrence, Grant Simmons, and Ray Patterson —
under the company name of Grantray-Lawrence —
debuted the Spiderman cartoon on September 9.
Opening the show was the catchy, jazzy theme song
by Bob Harris and Paul Francis Webster. Viewers
expecting the limited animation of Marvel Super-
Heroes were treated to better visuals — even if
much of the web-slinging scenes were reused over
and over again — by animators including Disney
artist Shamus Culhane and a young Ralph Bakshi.
The Spiderman stories hewed closely to their
comic-book counterparts. Villains included Doctor
Octopus, Electro, Mysterio,the Green Goblin, and
the Lizard, and also newly created villains such as
the Imposter and Dr. Zap. Canadian actors were
used to fill the voice roles; Bernard Cowan played
the hero for the first season, while Peter Soles
became his voice for the second season. A total of
52 half-hour shows were completed, with 50 eleven-
minute stories and 27 twenty-two-minute stories
included. Spiderman was popular enough to last
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Tobey Maguire portrays the web-slinging hero in Spider-Man.
until September 1970, and has been a hit in syndi-
cation markets ever since.
The next place Spidey appeared was a surprise
for fans. Children's Television Workshop had a pub-
lic television series called The Electric Company.
The educational show started in 1971, but it was
during the 1974-1977 seasons that it had a spe-
cial guest-star. A live-action Spider-Man appeared in
almost thirty short segments, fighting Dracula, the
Wall, a Yeti, worms, and assorted nasty people. The
shorts taught young viewers life lessons, though the
always-silent Spider-Man (Danny Seagren) wasn't his
usual talkative self; instead, thought balloons
above him expressed what he was thinking.
With the exception of some full-cast audio
adventures and a "rock opera" released on record
and tape, Peter Parker's alter ego was down for
another few years, until Stan Lee hit Hollywood.
There, Lee sold CBS on the idea of a Spider-Man
live-action series. Charles Fries was soon producing
the show, and on September 14, 1977, Spider-Man
premiered in primetime with a two-hour pilot film.
Nicholas Hammond (Friedrich von Trapp in The
Sound of Music) snared the dual role of Peter Park-
er/Spider-Man, while David White (of Bewitched
fame) played the blustering J. Jonah Jameson. The
younger Aunt May was played by Irene Tedrow, while
Michael Pataki played the new Police Captain Bar-
bera, a constant thorn in Spider-Man's side.
Although Spider-Man did well in the ratings —
and a semi-regular series called The Amazing Spi-
der-Man ran in spring 1978 — CBS failed to green-
light a regular series. Eight more episodes spottily
aired from September 1978 through July 1979,
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before the network chopped Spidey's web-line in
two. Although the series did not feature any cos-
tumed villains, and the web-shooting effects were
cheesey, the wall-crawling scenes with stuntmen
subbing for Hammond were excellent.
Spidey's next media appearance was never
seen by U.S. audiences (except on bootleg videos).
A Japanese Spider-Man (pronounced
"Soupaidaman") ran on TV Tokyo from May 7, 1978
through March 14, 1979. There were forty-one total
episodes, produced by the famous Toei Company. In
this version, motocross racer Yamashiro Takuya
(Kayama Kousuke) was given a special bracelet by a
dying spider-alien. Using his new powers to stick to
walls and spin webs, Spider-Man was also equipped
with a flying car called the Spider Machine GP-7, a
flying fortress called "The Marveller," and a giant
robot called "Leopardon" which would throw its
sword to stop evildoers. Invariably, Spider-Man would
face alien creatures from the Iron Cross Group, all of
which could grow to be giant-sized monsters. Lead-
ing the Iron Cross was Professor Monster (Andou
Mitsuo) and Amazoness (Kagawa Yukie).
Back in the States, animation beckoned again,
and Spider-Man answered the call, appearing as a
guest-star on ABC's Spider-Woman series from
DePatie-Freleng during the 1979-1980 season.
That company would also develop a new spider-
series for NBC, debuting Spider-Man and His Amaz-
ing Friends in September 1981. With smooth ani-
mation that echoed comic-book artist John Romita's
style, the series teamed Spidey with fellow crime
fighters Iceman and Firestar, a female character
created especially for the show. "Spider-Friends,"
as the show was called by fans, often guest-starred
other superheroes such as the X-Men, Captain
America, the Sub-Mariner, Dr. Strange, the Black
Knight, and even little-known jungle heroine Shanna
the She-Devil! Villains included the Red Skull, Mys-
terio, Green Goblin, Chameleon, and Loki.
In September 1982, the series expanded to an
hour, with new adventures of the Hulk taking half the
time slot for The Incredible Hulk and the Amazing
Spider-Man. The third and final season of the series
in 1983-1984 found the billing reversed and the
show became The Amazing Spider-Man and the
Incredible Hulk. Concurrently with the first Spider-
Friends series, a syndicated Spider-Man solo series
ran in some markets. The twenty-six episodes had
actually been completed prior to Spider-Man and His
Amazing Friends, but aired in the 1981-1982 sea-
sons. Because they were not syndicated in all areas
of the country, this is one of the least-known ver-
sions of Spider-Man on television. In this series, the
plots again stayed close to their comics roots, and
Spidey battled Dr. Doom, Electro, the Lizard, Doctor
Octopus, Green Goblin and Kingpin. In 1988 — the
year after the web-spinner debuted as a giant bal-
loon in the Macy's Thanksgiving Day parade — the
Spider-Man solo episodes were re-syndicated as
part of the Marvel Action Universe series.
In November 1994, Fox aired a preview
episode of a new animated Spider-Man series
(often called Spider-Man: The Animated Series,
though not in the credits), but the series proper did
not begin until February 1995. After comic-book
writer Martin Pasko left the show in its developmen-
tal stages, animation veteran John Semper stepped
in to finish development and get the show on track.
Although the first season started out with single-
part stories that had some character continuity, by
the end of the season, and into the next, the show
had multi-episode story arcs. The creators brought
in many aspects of the Spider-Man comic-book uni-
verse, including the black alien costume, and
friends and foes such as Venom, Morbius the Living
Vampire, the Punisher, Rocket Racer, Hydro Man, Dr.
Strange, Daredevil, Carnage, Kraven, Black Cat, and
more. By the end of its high-rated fifth season in
1998, sixty-five adventures had been produced, giv-
ing this Spider-Man the record for highest amount
of Spider-time on television.
In October 1999, Fox decided to relaunch
Spidey in a new milieu. In Spider-Man Unlimited, the
web-spinning hero was accidentally trapped on
Counter Earth, a parallel world like Earth except for
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beastmen bred by the High Evolutionary, though
Spidey also faced Venom and Carnage there. Attired
in a new costume and aided by Machine Man X-51
and good versions of Vulture and Goblin, Spider-Man
fought to protect the people of Counter Earth.
Although the series was intended to run at least
three years, Spider-Man Unlimited flopped in the rat-
ings. Taken off the air with only four episodes
shown, the series finally returned in December 2000
for the remainder of its initial thirteen episodes.
Part of the reason that the concept of Spider-
Man Unlimited was so far away from its comic-book
reality was that the Spider-Man feature film was
finally about to get underway. It had been a long
time in coming. A movie version of the web-spin-
ner's adventures was first announced in the early
1980s, with Poltergeist helmer Tobe Hooper origi-
nally slated to direct a big-budget pic for Cannon
from a script by Leslie Stevens. Then Hooper bowed
out and the film was announced for Christmas
1985, directed by Joseph Zito (Missing In Action III)
with a script by Ted Newsom and John Brancato.
Further announced dates included Christmas 1986,
Easter 1987, and Christmases 1987, 1988, and
1990. Multiple scripts were written, by Joseph Gold-
man, Barney Cohen, Don Michael Paul, Ethan Wiley,
Frank LaLoggia, and Neil Ruttenberg. Even the
movie company changed, with the collapse of Can-
non; movie mogul Menahem Golan's 21st Century
Productions picked up the rights, and Golan
planned to have Captain America feature-helmer
and B-movie man Albert Pyun direct.
Through the 1990s, scripting or getting
attached to the "upcoming" Spider-Man film produc-
tion seemed almost a cottage industry. A pilot
script was written for a new ABC TV series by Manny
Coto, working for New World (which owned Marvel).
On the film front, Terminator and Aliens director
James Cameron wrote a treatment and planned to
direct the proposed feature. The web became even
more tangled as Golan sold pieces of the rights to
Vicaom, Carolco, and Columbia Tri-Star, and Carolco
eventually sold their rights to MGM. In 1993 and
1994, multiple lawsuits were filed by all the compa-
nies claiming to own the Spider-Man rights. The bat-
tles finally ended in 1999, and on March 1 of that
year, Sony Pictures Entertainment and Marvel Enter-
prises announced a deal to develop Spider-Man for
film, television, and merchandise.
Work began on a new script, with David Koepp
adapting Cameron's treatment, then Scott Rosenberg
and Alvin Sargent coming aboard. Practically every
young male actor in Hollywood (and a few older ones)
were rumored to be testing for the role of Peter Park-
er/Spider-Man, and multiple hot film directors were
rumored to be helming. In 2000, the dust settled,
and Sam Raimi was announced as the director, with
Tobey Maguire as Spider-Man. Other cast members
included Willem Dafoe as the Green Goblin, and
Kirsten Dunst as girlfriend Mary Jane Watson. As
rumors flew fast and furious on the Internet, the
most controversial element of the film was that Spi-
der-Man's webshooters would be organic, with the
webbing coming directly from Parker's wrists.
By the time of its release on May 3, 2002,
Spider-Man was one of the most widely anticipated
films of the new millennium. Merchandising was
omnipresent, and opening weekend netted over
$114 million! The film would eventually top over
$400 million in the United States alone. Critics
adored the film, and fans did as well, thanks to a
pleasant story, good acting, incredible special
effects, and a costume that made real Spider-Man's
red-and-blue comic-book threads.
Even as filming for Spider-Man 2 was under-
way, in July 2003 MTV debuted a new computer-ani-
mated Spider-Man series that took its continuity not
only from the Spider-Man feature film, but also from
2003's Daredevil movie (with a guest-appearance
by the Kingpin). Acclaimed Ultimate Spider-Man
Opposite: Tobey Maguire (Spider-Man) and Kirsten Dunst (Mary Jane Watson) share a tender moment in Spider-Man.
*3a
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comic-book writer Brian Michael Bendis took an
active part in developing the series, which skewed
older than its animated predecessors. Stars aplen-
ty dropped by to voice characters: Neil Patrick Har-
ris took on the title role, with Lisa Loeb as Mary
Jane, while guests included Gina Gershon, Ed
Asner, Rob Zombie, Jeffrey Combs, and Michael
Clarke Duncan. Only thirteen episodes of the MTV
series were produced.
Announced to debut on June 30, 2004, Spider-
Man 2 sees many returning cast members from the
first film, including Maguire, Dunst, James Franco
as Harry Osborn, Rosemary Harris as Aunt May, and
J. K. Simmons as J. Jonah Jameson. New to the
cast this time is the pre-Lizard scientist Dr. Curt
Connors (played by Dylan Baker), and the mechani-
cally armed villain Dr. Octopus (Alfred Molina). With
Sam Raimi back in the director's chair as well, and
a script by Koepp, Sargent, Alfred Gough, Miles Mil-
lar, and Michael Chabon, the web-slinger is again
poised to make a multi-million-dollar mark in the-
aters and in the licensing arena. Uncle Ben may
have warned Peter that "with great power comes
great responsibility," but as Spider-Man's media
appearances have shown over the years, with good
spider-stories come great paychecks as well. — AM
Spider-Man
The greatness of any superhero is determined by
the quality of the adversaries he or she must over-
come, and Marvel Comics' Spider-Man is no excep-
tion to this axiom. Over the course of more than
four decades, supervillains such as Dr. Octopus,
the Green Goblin, Kraven the Hunter, the Kingpin,
and Venom have become enduring icons of roguery,
constantly challenging both Spider-Man and his writ-
ers to make their heroic best efforts.
The principal distinguishing characteristic of
Spidey's most enduring nemesis, Dr. Octopus (cre-
ated by scripter Stan Lee and plotter-artist Steve
Ditko), is four superstrong, lightning-quick, prehen-
sile metal tentacles; like his principal foe, Spider-
Man (Peter Parker), Dr. Octopus styles himself after
an eight-limbed creature, and his origin story from
1963 (in The Amazing Spider-Man vol. 1 #3) bears
similarities to that of the wall-crawler as well.
Shy and bookish as a child, young Otto
Octavius excels at his studies, eventually earning a
doctorate in physics and becoming a brilliant
nuclear scientist. Dr. Octavius toils ceaselessly at
scientific endeavors, becoming not only nationally
famous but also extremely egotistical, keeping his
co-workers literally at arm's length with the mechan-
ical-arm harness he wears when handling haz-
ardous materials — until an accidental lab explosion
permanently bonds the metal limbs to his body and
gives him mental (rather than merely mechanical)
control over them. He can extend each limb from
about six to twenty-five feet in length, moving them
even more quickly and easily than he can his four
natural limbs. But the accident also unhinges the
self-absorbed Octavius, who turns his talents to
superpowered crime, largely of the "rule-the-world-
and-avenge-my-many-previous-humiliations" variety.
Although Dr. Octopus occasionally menaces
the Fantastic Four, Spider-Man has always been
"Doc Ock's" principal foe. Dr. Octopus is the first vil-
lain to publicly unmask Spider-Man, though without
exposing the hero's true (teenage geek) identity,
which no one, least of all Ock, finds believable. Ock
also causes the death of NYPD Captain George
Stacy, the father of Gwen Stacy, Peter Parker's first
serious girlfriend, and later hides out from the
police in a room rented from Parker's Aunt May,
whom he nearly marries, to Parker's enormous cha-
grin. Ock later unmasks Spidey a second time and
cures the hero of a lethal virus, only to be killed
shortly thereafter by the cloned Spidey villain known
as Kaine — and is briefly replaced by a female Dr.
Octopus named Carolyn Trainer. Proving the axiom
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Spider-Man and the Hobgoblin square off in the animated show Spider-Man.
that death in comics is largely only an inconve-
nience, Octavius is soon restored to life by the
Hand, a mystical Asian crime syndicate; afterward,
Ock has no recollection of having discovered Spider-
Man's secret identity. Dr. Octopus remains one of
Spidey's most lethal foes to this day.
The Green Goblin, another classic Lee-Ditko
creation from a 1964 issue of The Amazing Spider-
Man (vol. 1 #14), is another mainstay of Spider-
Man's rogues' gallery. Norman Osborn, growing up
watching the many failures of his inventor father
(Amberson Osborn), becomes obsessed with
amassing power and wealth at an early age. Pursu-
ing collegiate studies in business, chemistry, and
chemical engineering, Norman Osborn forms
Osborn Chemical in partnership with Dr. Mendel
Stromm, one of his professors. After having the
embezzling Stromm arrested and taking over his
interest in the company, Osborn discovers in
Stromm's notebooks a chemical formula capable of
greatly increasing human strength and intelligence.
Unaware that his young son Harry has innocently
rearranged some of the chemicals in his lab, Nor-
man tries to use Stromm's formula on himself, only
to cause a violent explosion. After recovering from
his injuries, it becomes evident that Osbom's exper-
iment has made him superhuman — but has also
rendered him criminally insane.
After outfitting supervillains such as the
Scorcher and the Headsman to help expand his
wealth, Osborn develops the Green Goblin's demonic
costume, the turbine-powered Goblin Glider he will
fly into battle, and an arsenal of explosive pumpkin
bombs. Thus equipped, he attempts to establish his
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Spider-Man Villains
own underworld credentials by trying to kill Spider-
Man. His presence concealed by a compound that
dulls Spider-Man's danger-detecting "spider sense,"
the Goblin discovers the hero's secret identity and
imprisons Parker in a secret hideout, where he
reveals his own true identity to Parker. During a cli-
mactic battle, Osborn runs afoul of high-voltage
wires, which leave him amnesiac and prompt the
kind-hearted Spidey to leave him alone.
Osborn's memories soon return, culminating in
several clashes between the Goblin and Spider-
Man. During the most memorable of these 1970s
contretemps, the Goblin kidnaps Gwen Stacy and
hurls her to her death from the top of the George
Washington Bridge, only to impale himself (appar-
ently fatally) on his own Goblin Glider shortly there-
after in an attempt to murder Spider-Man. To pro-
tect his father's reputation, Harry Osborn hides the
Green Goblin's costume and equipment and buys a
coroner's silence about the presence of the Goblin
formula in the elder Osborn's blood. After acciden-
tally discovering that Spider-Man is actually his
roommate Parker, the mentally unstable and drug-
addicted Harry assumes the Goblin's identity and
begins waging his own battles against the wall-
crawler, though he is later rehabilitated by Dr. Bar-
ton Hamilton, a psychiatrist who eventually
becomes the third Green Goblin. Years later, in
1983, the ruthless fashion designer and business-
man Roderick Kingsley takes up the Green Goblin's
mantle as the Hobgoblin.
Harry Osborn later reprises his role as the
Green Goblin after exposing himself to a lethally
toxic Green Goblin formula. While dying of chemical
poisoning, Osborn menaces Spider-Man and his
wife, Mary Jane Watson-Parker, but ultimately sacri-
fices himself to prevent the death of his son,
Normy. Unknown to everyone during this period,
Norman Osborn's chemically spawned powers have
enabled him to survive his apparent death. After
years of living underground, the original Green Gob-
lin emerges in the 1990s to perform some of his
most heinous acts: He takes over Kingsley's corpo-
ration; cruelly fakes Aunt May's death; murders Ben
Reilly, Spider-Man's clone; and complicates Parker's
life even further by purchasing his workplace, the
Daily Bugle — thus reclaiming his original position as
one of the premier bad guys in the Spider-Man
mythos. Norman Osborn later begins trying to force
Parker into becoming the heir to his criminal enter-
prises, as told in the popular Revenge of the Green
Goblin miniseries, which ran from October through
December 2000. Like Doc Ock, death can scarcely
slow the Green Goblin down.
Kraven the Hunter sprang from the fertile
minds of Lee and Ditko in Amazing Spider-Man vol.
1 #15 in August 1964. Descended from the van-
ished Russian aristocracy, Sergei Kravinoff garners
a reputation as the greatest hunter in the world and
seeks out an unusual trophy — Spider-Man's head.
His strength, reflexes, and senses greatly augment-
ed by exotic jungle elixirs, Kraven hunts Spidey on
numerous occasions, and finally succeeds in bury-
ing him alive. Taking possession of Spider-Man's
late (and unlamented) black costume, Kraven briefly
takes the wall-crawler's place — defeating the
rodentlike villain known as Vermin — to prove his
superiority over his vanquished foe before taking
his own life in accordance with his twisted sense of
honor. Kraven's son Vladimir Kravinoff (created by
writer Howard Mackie and artists Tom Lyle and
Scott Hanna) followed in his father's footsteps, tak-
ing on the guise of the Grim Hunter. He fought
Spidey (unsuccessfully) only once (in Peter Parker:
Spicier Man #47, June 1994) before being killed by
the villain Kaine not quite a year later.
In 1967, Stan Lee and artist John Romita Sr.
created Wilson Fisk, the crime boss known as the
Kingpin, a man distinguished by his ruthlessness
(he commits his first murder at the tender age of
twelve), his huge size, his expensive suits, a ciga-
rette holder, and a diamond-studded laser-blasting
walking stick. Though he appears to be grossly fat
in his introduction in Amazing Spider-Man vol. 1
#50, the Kingpin is actually a deceptively quick pow-
erhouse whose bulk is composed of solid muscle,
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and he fights Spider-Man to a standstill on many
occasions; in the 1980s he becomes the principal
enemy of Daredevil. Apart from the occasional turf
war, the Kingpin — who was once the supervillain
known as the Brainwasher in the late 1960s — has
long been considered the leader of New York's
underworld, and numbers most of the city's other
mob bosses among his enemies. Despite his tough-
ness, the Kingpin's strong-willed wife Vanessa
exerts a powerful influence over him. Their adult
son Richard also enters the family business, adopt-
ing the personae of the underworld figures known
as the Schemer and the Rose, who becomes one of
the Kingpin's greatest criminal rivals.
The Kingpin's reign over the underworld comes
to an end in 1992 when Daredevil, several other
crime bosses, and the criminal organization called
Hydra (run by the Red Skull) defeat him. Undeterred,
Fisk quietly rebuilds his illicit empire and mounts
simultaneous attacks on such criminal rivals as Nor-
man Osborn, Hammerhead, Silvermane, Caesar
Cicero, and Don Fortunato. The Kingpin once again
claws his way back up by 1998, only to be shot,
dumped into a river, and struck blind by a gunshot to
the face fired by a Fisk employee named Echo,
whose father the Kingpin had murdered. Later
Richard Fisk and a Kingpin employee named Silke
stage a coup against the Kingpin, who has agreed to
drop a dime on his fellow crime bosses to prevent
his beloved Vanessa from leaving him. Vanessa foils
this plot, saving the Kingpin's life and killing Silke's
men as well as Richard, her own son. Leaving the
Kingpin's empire divided, Vanessa flees with her
husband to Europe, where he convalesces.
The serpent-tongued, shark-toothed creature
known as Venom is truly the stuff of nightmares. He
was brought to eerie life by writers David Michelinie
and Tom DeFalco, writer-artist Todd McFarlane, and
artists Ron Frenz and Brett Breeding in the late
1980s, a time when supervillains were becoming
darker, grittier, and more vicious than ever before.
After Spider-Man shreds his costume during the
Marvel Super Heroes Secret Wars crossover mini-
series (May 1984 through April 1985), he adopts a
new jet-black costume that turns out to be a sen-
tient alien life-form that feeds on his adrenaline.
Spidey wears the costume for the next several
months, taking advantage of its convenient ability to
transform itself into civilian clothing. Spidey's sub-
sequent discovery of the alien costume's desire to
bond permanently with him leads him to ditch it.
The jilted costume later joins with the suicidal ex-
Daily Globe reporter Eddie Brock, who hated Spider-
Man for ruining his career with the revelation that
his biggest news story — which purported to reveal
the identity of the late murderer known as the Sin-
Eater — was a fraud. United in their antipathy toward
Spider-Man, Brock and the alien symbiote costume
begin a rampage through New York as the grisly, vio-
lent composite creature called Venom.
Seeing Spider-Man as evil, Venom believes
himself to be "protecting" innocent people from the
hero's depredations. Venom also finds himself at
odds with Carnage, an even more horrible, violent
creature who comes into being after a piece of the
alien symbiote bonds with a criminal named Cletus
Kasady, who made his debut in 1992 in Amazing
Spider-Man vol. 1 #361. Though he actually
behaves in a heroic fashion on several occasions,
Venom's belief that people he regards as "evil"
(including Peter Parker) should be killed places him
squarely in the "villain" column.
Venom later fights Spider-Man's clone, Ben
Reilly, who manages to separate Brock from the
symbiote temporarily. Afterward, Brock and the alien
costume rejoin, becoming more violent, crazy, and
dangerous than ever before. After Spider-Man's
1998 "continuity reboot," Venom (now somehow
unaware of Spidey's secret identity) becomes part
of the Sinister Six, along with such Spidey main-
stays as Electro and Sandman, both of whom he
attacks savagely. After calling a truce with Spidey,
then declaring war again, the emotionally unstable
Venom is once again split back into his component
beings by the part human/part alien Senator Stew-
art Ward. The symbiote was next seen in a popular
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Spider-Woman
version in the parallel-universe Ultimate Spider-Man
series in the early 2000s, and in a 2003 Venom
series from the Tsunami line of youth-oriented
reboots. Like any good Spidey villain, Venom can't
stay out of the fray — or avoid starring in a new self-
titled series— for long. — MAM
SpfcTer-lnfoman
Given the number of women in the Marvel universe
who have taken on the mantle of Spider-Woman, one
might think that the role was charmed. On the con-
trary, it is more cursed. One of Marvel Comics' most
recognizable heroines in the 1970s, Spider-Woman
is now retired, and the various people who have
filled the persona are now a score of supporting
characters, even as Spider-Girl, a futuristic version
of her, hangs onto her own series with the sticky
tenacity of a wall-crawler. Pull back the webs, and
take a look at the twisting history of Spider-Woman.
Concerned that someone in either animation or
comics would create a female character whose
name played off its most popular property, Spider-
Man, Marvel's then-president Stan Lee backed the
decision to debut a femme fatale named Spider-
Woman. Writer/editor Archie Goodwin created the
character for Marvel Spotlight #32 (February 1977),
working with artist Sal Buscema. In this story, the
character was an agent for the villainous organiza-
tion Hydra, assigned to kill Nick Fury, agent of
S.H.I.E.L.D., and her origin involved her being mutat-
ed from a real spider! A four-issue guest-stint in
Marvel Two-In-One (#30-#33, August-November
1977) ended with the now-heroic Spider-Woman
learning she actually had a different backstory....
Spider-Woman's "true" origin was revealed in
Spider-Woman #1 (April 1978). Jessica Drew learned
that she had been exposed to radioactive uranium
while a child, and that her scientist father had inject-
ed her with an experimental serum made of irradiat-
ed spider's blood to cure her. Put in cryogenic stasis,
Jessica aged slowly, and was later released. Jessica
discovered that she could fire bio-electric "venom
blasts," had the ability to stick to walls, had superhu-
man strength and speed, was immune to most tox-
ins, and could secrete pheromones that made men
desire her and women fear her. Her red-and-yellow
costume also had a pair of glider wings that allowed
her to approximate flying.
In the Spider-Woman comic-book series, Drew
lived for a while in Los Angeles, and became known
to the public as a superpowered bounty hunter. She
faced villains such as the sixth-century sorceress
Morgan le Fay, Gypsy Moth, the Brothers Grimm,
Viper, and others. Eventually, she moved to San
Francisco and became a private detective as well.
Along the way, Drew romanced S.H.I.E.L.D. agent
Jerry Hunt, and worked with both wheelchair-bound
criminologist Scotty McDowell and a dark hero
named the Shroud.
After a rotating series of writers, including
Michael Fleisher, Chris Claremont, and Ann Nocenti,
Spider-Woman was a muddled mess. Her powers
were faltering, her supporting cast had changed
numerous times, and her origin had been revised
and expanded upon until it confused even longtime
fans. Spider-Woman ended at issue #50 (June
1983), with a story that appeared to have her body
killed, her astral self trapped in limbo, and all mem-
ory of her erased from the Marvel universe.
The ending of Spider-Woman was an odd
choice for so visible a character. After Filmation cre-
ated an animated heroine named Web-Woman for
the CBS animated series Tarzan and the Super 7
(1978-1980), Depatie-Freleng sold ABC a Spider-
Woman animated series. Debuting September 22,
1979, the show lasted one season, with sixteen
episodes (including a Spider-Man guest appear-
ance). The show followed comic-book history very
loosely. Jessica Drew was now the publisher of Jus-
tice Magazine, using her enhanced spider-sense to
warn her of dangers around the world. Spinning in a
circle like Wonder Woman, Drew (the voice of Joan
Van Ark) would become Spider-Woman and fly to
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danger. Often, she would also have to rescue Jus-
tice photographer/love interest Jeff Hunt and her
smarty-pants nephew, Billy Drew; they would travel
to sites of trouble in the Justice Jet Copter. The
heroine faced mummies, Vikings, Dracula, and a
few comic-book adversaries such as Kingpin and
Dormammu. While Spider-Woman was on the air,
she enjoyed a healthy licensing run, appearing on T-
shirts, costumes, underwear, school supplies, stick-
ers, Slurpee cups, and more. Once the show disap-
peared, her appearances on licensed product grew
less frequent.
Jessica Drew didn't stay dead for long, thanks
to the Avengers and Dr. Strange, who helped revive
her in the comic books, even though she lost her
powers in the process (The Avengers #240-#241,
February-March 1984). Drew continued her life as
a private detective in San Francisco, though she
later worked in the East Asian city of Madripoor, a
job which brought her into contact with Wolverine
numerous times. In modern stories, Drew has
worked alongside and even mentored her counter-
parts, and it appears that some of her superpowers
have returned. (Behind the scenes, writer Brian
Michael Bendis wanted Drew to be the heroine of
his Marvel MAX series Alias; when he could not use
her, he created ex-heroine Jessica Jones instead,
and later had her meet Drew in a memorable story-
line that also involved the third Spider-Woman.)
The second Spider-Woman was Julia Carpenter,
a single mother from Denver, Colorado. First
glimpsed in Marvel Super-Heroes Secret Wars #6
(October 1984), this Spider-Woman wore a black
costume with white boots and gloves, and a white
spider-symbol across her chest. Her powers —
gained from secret exposure to spider venom by the
evil Commission — included the ability to psionically
stick to walls and ceilings, as well as to create
strong "psi-webs" of energy. She also had
enhanced strength and speed. She became a mem-
ber of Freedom Force, a government-sponsored
group that captured super-criminals such as the
Brotherhood of Evil Mutants. Spider-Woman aided
Spider-Woman #1 © 1978 Marvel Comics.
COVER ART BY JOE SINNOTT.
the Avengers as well, and later joined Avengers
West Coast and Force Works, but her career was
cut short when a villainous opponent — also calling
herself Spider-Woman — stole her powers. Prior to
starring in Avengers West Coast and Force Works,
Carpenter appeared in her own four-part Spider-
Woman miniseries (November 1993-February
1994). She also appeared as one of the semi-regu-
lar characters in the syndicated 1994-1996 series
Iron Man, part of Marvel Films and New World
Entertainment's animated The Marvel Action Hour.
The third heroine to wear the Spider-Woman
mantle was actually a teen girl named Martha
"Mattie" Franklin. Taking her father's place in a
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The Spirit
mystical ceremony, tomboy Franklin gained great
strength. A fan of Spider-Man, Franklin took on the
name Spider-Woman, until she lost her powers to
Charlotte Witter, an evil woman who was aided by
Doctor Octopus in stealing the powers of all three
Spider-Women. Franklin eventually stole the powers
back, gaining her immediate predecessor's powers
and more — flight, super strength, venom blasts,
psionic webbing, psychic powers, and adhesion — in
the process. Franklin faced villains such as
Shadrac, Nighteyes, and Flesh and Bones in the
third Spider-Woman series, which lasted eighteen
issues (July 1999-December 2000). Franklin
turned up in the same Alias storyline (#16-#21,
January-June 2003) as Drew, where it was discov-
ered that she was addicted to drugs, and that her
pusher was using her blood to give his own drugs a
super-boost.
Although she does not bear the name Spider-
Woman yet, one girl in a potential Marvel future
might one day take on that name. In a not-too-dis-
tant future, Peter Parker has retired his life as Spi-
der-Man to live with his wife, Mary Jane, and daugh-
ter, May Parker. Shortly after May exhibits signs of
superstrength and speed, Peter is forced into a bat-
tle against the Green Goblin's vindictive grandson.
Learning her father's secret, May takes one of his
spare costumes and web-shooters and battles the
Goblin, saving her father's life and embarking on a
career as Spider-Girl. First appearing in What If?
#105 (February 1998), May garnered her own
series debut in Spider-Girl #1 (October 1998). In
the ensuing years, she has fought old-time spider-
villains such as Venom, as well as new and updated
villains such as Dragon King, Mr. Nobody, Crazy
Eight, Spyral, and Raptor. Although the Spider-Girl
series has been on the brink of cancellation many
times since, a vociferous fan base has always ral-
lied for the series and saved it, making it the
longest-running solo series starring a female char-
acter in Marvel history. It seems that, not unlike
cats, Spider-Woman and Spider-Girl may have nine
lives. — AM
The Spirit
In the early days of comic books, aspiring artists
could look to Lou Fine's work on the Black Condor
for tips on anatomy, to Jack Kirby's Captain America
for excitement, and to Bob Kane's Batman for
mood. For storytelling, drama, inventiveness, char-
acterization, and pacing, they turned to one of the
medium's true innovators, Will Eisner, and his leg-
endary newspaper feature, The Spirit. Eisner came
into comic books in the mid-1930s and, together
with Jerry Iger, created one of the first packaging
firms — the Eisner/lger studio — producing comics
for the many companies entering the nascent field.
Along with Fiction House and Fox, one of the stu-
dio's clients was Quality Comics, and it was Quality
owner Everett "Busy" Arnold and the Des Moines
Register and Tribune Syndicate who offered Eisner a
partnership to produce for syndication a sixteen-
page comic-book insert for Sunday newspapers,
which would compete with the increasingly popular
superhero comics springing up in the wake of
Superman. After selling his half of Eisner and Iger,
from early 1940 to 1942 Eisner and his new studio
created a host of features for such Quality titles as
National, Smash, Blackhawk, Uncle Sam and Mili-
tary Comics, as well as the ground-breaking news-
paper section, The Spirit.
The Spirit was marketed through the Des
Moines Register and Tribune Syndicate, and the fea-
ture was eventually sold to approximately twenty
newspapers, reaching a readership of 5 million. The
Spirit section itself was a separate, sixteen-page,
coverless insert, consisting of a lead seven- or
eight-page Spirit strip by Eisner and two backup
strips: Lady Luck (a detective feature by Chuck
Mazoujian) and Mr. Mystic (a magician created by
Bob Powell). The Spirit himself appeared in a daily
newspaper strip from 1941 to 1944, and on-air in a
short-lived radio show.
Appearing in June 1940, the first Spirit section
introduced readers to the dashing private detective
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The Spirit
and criminologist Denny Colt, who is given a tip-off
about mad scientist and all-round bad guy Dr. Cobra
by his curmudgeonly friend, Central City Police Com-
missioner Dolan. Colt tracks down Cobra to cata-
combs beneath Chinatown but is accidentally
drenched by a strange chemical. When Dolan and
the police find him later, he is pronounced dead at
the scene and buried in Wildwood Cemetery. Howev-
er, when Colt shows up two days later at Dolan's
police-headquarters office, Colt reveals that the liq-
uid had merely induced a temporary state of sus-
pended animation. The newly resurrected Colt
decides to let the world carry on believing in his
demise as a cover for his pursuit of the mad doctor,
under the guise of "The Spirit." With Dolan in tow,
and donning a blue business suit, gloves, hat, and
domino mask as a "costume," the Spirit finally
tracks down Cobra, who dies in a hail of bullets.
Afterward, the hero decides to stay "dead," declar-
ing, "There are criminals and crimes beyond the
reach of the police, but the Spirit can reach them."
Arnold and the Syndicate had wanted a super-
hero to rival Superman, but Eisner had dreams of
creating a more complex strip for the older, sophisti-
cated newspaper readership, one that was not cut
from the same superhero cloth as the Man of Steel.
Eisner's compromise was to give the Spirit a small
mask, covering his eyes, and a uniform (of sorts) —
a white, long-sleeved shirt, blue suit, fedora hat,
and gloves — which was (almost) ever-present over
the feature's twelve-year existence. With his de
facto costume and dual identity, though no super-
powers of which to speak, the Spirit became one of
the first detective heroes to stick with audiences.
Over the strip's first few weeks, Eisner introduced
the hero's slightly macabre hideout — a well-appoint-
ed laboratory (for his clever inventions, such as
smoke pellets and the short-lived car and plane)
underneath Wildwood Cemetery — and the strip's
colorful supporting cast. Principal among these
were Commissioner Dolan's beautiful, blonde
daughter Ellen, whose main goal in life appeared to
be to marry the Spirit, and Ebony White, a plucky
The Spirit #48 © 1988 Will Eisner.
COVER ART BY WILL EISNER.
young black cabbie who soon became the hero's
driver, comic foil, and de facto sidekick.
In its first few years, the feature was a more or
less a traditional detective comic, albeit one laced
with humor and the sort of energy found only in the
comic books, but what set it apart from its rivals
were Eisner's sophisticated storytelling, his inven-
tiveness, and his ability to cram a witty, intelligent
whodunit into seven pages. A lifelong fan of the
movies (counting the films of Orson Welles, Alfred
Hitchcock, and Man Ray among his influences), Eis-
ner played around with "camera angles," page lay-
outs and pacing, and changing panel shapes, sizes,
and viewpoints to affect how his audience read the
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The Spirit
strip. If he wanted to slow a sequence down or
speed it up, he had the visual tricks to do it, and to
a large extent he was inventing the visual language
of the medium as he drew, in the process inspiring
generations to come; Eisner's 1985 book, Comics
and Sequential Art, is still the definitive word on
how to draw comics. An example of his playful
inventiveness was the way in which, on his splash
pages, he would spell out the word "Spirit" on bits
of paper blowing in the breeze, on shop signs, in
puddles, on the bars of a window, on steps, or in
countless other ways.
Soon after America entered World War II, Eisner
was drafted, and for the duration of the conflict the
strip was handled by quality staffers such as William
Woolfolk, Manly Wade Wellman, and Bill Millard on
scripts and Jack Cole and Lou Fine on artwork. It
was still immaculately crafted but lacked the spark
of genius that Eisner brought with him, a spark that
was resolutely rekindled on his return in late 1945.
After a couple of episodes that employed penciler
John Spranger, Eisner really hit his stride in the late
1940s, fashioning a succession of dazzlingly witty
and creative stories. His years in the army had
matured him as an artist, revealing a more fluid, car-
toon-influenced style that delighted in creating mem-
orable characters and atmospheric action
sequences. Where the prewar episodes had starred
a succession of matinee villains, such as the Black
Bow and Mr. Midnight, the later Spirit stories fea-
tured a more picaresque array of protagonists.
Together with his increasingly influential new assis-
tant Jules Feiffer (later a legendary cartoonist for the
Village Voice and the New Yorker), Eisner explored
the lives of Central City's losers, con-men, petty crim-
inals, weirdos, outsiders, and corrupt officials, who
rejoiced in such names as Bottles McTopp, Stuffer
Balot, Snagg Debbin, PI Bumble, Tempus J. Fujit,
Sven Galli, Stud Sharpe, and Rattsy Trapp. That is
not to say that Eisner had abandoned arch-villains
entirely, however; two recurring foes were the eccen-
tric Mr. Carrion (with his pet buzzard Julia) and the
mysterious Octopus, whose face was never seen but
whose identifying trademark was his two purple
gloves with three white stripes.
More often than not, the Spirit's most memo-
rable opponents were women — femmes fatales of
the deadliest, most seductive variety. Inspired by
such movie sirens as Lauren Bacall, Ava Gardner,
and Bette Davis, Eisner fashioned a wildly entertain-
ing parade of pouting assassins, including Nylon
Rose, Dulcet Tone, Sparrow Fallon, Powder Pouf,
Plaster of Paris, Autumn Mews, Thorne Strand, Flax-
en Weaver, and Sand Saref. The Spirit's female foes
were as likely to kiss him as try to kill him and,
indeed, his first significant foe — Silk Satin — had
been his childhood friend when they ran together in
Central City's Slum Gulley. Satin eventually
renounced her life as a thief, but less repentant
was the man-eating P'Gell. Named in honor of Paris'
notorious Pigalle district, P'Gell had left a string of
wealthy and deceased husbands in her wake, and
sported lips that would have been the envy of Jessi-
ca Rabbit. In one of the strip's most memorable
lines, she introduced herself with the immortal
announcement: "I am P'Gell and this is not a story
for little boys."
Another example of Eisner's postwar creativity
was the expansion and development of the series'
supporting cast. Commissioner Dolan, Ebony White,
and Ellen became integral, witty elements of the
feature rather than mere plot devices to rescue, or
be rescued by, its hero. Indeed, in many stories Eis-
ner used the "crime of the week" as a hook on
which to hang the exploration of his characters' per-
sonalities, rather than as the stories' focal point.
Ellen became more than just a would-be spouse
and ultimately became Central City's mayor, while
Dolan softened to become the Spirit's friend and
confidant. For contemporary readers, White was
more problematic. While he was a brave and fear-
less companion for the Spirit, he was also rather
too broadly caricatured; his Southern black dialogue
("Yassuh, Mr. Spirit Boss!") and stereotyped fea-
tures became decidedly un— politically correct.
Although he was always well intentioned, Eisner
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Starman
eventually bowed to the trend and replaced Ebony
with the less controversial — and Anglo — Sammy,
Willum, and PS, three kids straight out of the popu-
lar kid group the Little Rascals.
Eisner had always prided himself on being as
much a businessman as an artist (his studio had
already made him financially secure by the age of
twenty-five) and by the early 1950s, his outside inter-
ests had largely curtailed his involvement in The Spir-
it, leaving it in the hands of his studio. During these
years, Eisner was aided by such notable artists and
writers as Jules Feiffer, Wally Wood, and Tex Blaisdell.
In late 1952, the feature was finally abandoned. But
that was not to be the last anyone saw of the charac-
ter. Busy Arnold had begun reprinting Spirit stories in
Police Comics as early as 1942, and added a regular
Spirit We in 1944. Both of these disseminated Spirit
stories to comics fans for the rest of that decade.
Despite the feature's newspaper demise, Fiction
House reprinted vintage tales in their own Spirit
comic from 1952 to 1954, and IW Comics released
its own title a few years later. Harvey Comics intro-
duced a new generation of fans to the Spirit in 1966,
but its revival only lasted two issues despite some
new Spirit additions from Eisner himself. However,
the 1970s proved to be more receptive to the charac-
ter, as first Kitchen Sink Press and then Warren Pub-
lishing Company revived him.
The Warren magazines reprinted up to ten clas-
sic adventures from the postwar period in each issue,
topping them off with lavishly painted covers. After six-
teen issues, Kitchen Sink once again took over the
title, going on to print Spirit stories for the next six-
teen years. Throughout the 1980s and early 1990s,
Spirit stories could be found in black-and-white maga-
zines, lavish hardbacks, and a regular, full-color comic
that ran for almost 100 issues. In addition, the
masked hero entered into television for the first time
when a pilot telefilm was produced and aired on ABC
in July 1986, starring Sam Jones in the title role. By
the time of Kitchen Sink's collapse in the late 1990s,
almost every Spirit story had been reprinted — some
many times — and Eisner had assumed the role of
comics' great genius. After more than twenty years of
publishing instructional comics for industry, schools,
and the military, Eisner introduced a succession of
well-received graphic novels, none of which starred
the Spirit, but all of which intended to develop comic
books as a mature medium.
For the many reprint series, Eisner drew literally
hundreds of new covers but always resisted the
temptation of drawing new Spirit stories, preferring
to concentrate on his graphic novels. However, in
1997 Kitchen Sink finally persuaded him to let
other, contemporary creators produce new Spirit
tales — the first for decades. With such talents as
Alan Moore, Neil Gaiman, and Dave Gibbons, the
series promised much but, despite the high level of
craft on show, the results lacked the spark of the
originals. In the 2000s, DC Comics has taken up
Kitchen Sink's mantle as Spirit publisher, releasing
a series of hardback "archives" volumes, reprinting
in series the entire run of stories. In spite of its ori-
gins in the transient world of newspapers, The Spirit
has become one of the most reprinted series in
comics history and has secured its place as one of
the medium's cornerstones. — DAR
Starman
Starman is an interesting example of a character
that was initially considered a relative failure but
that has, after a very long wait, eventually achieved
critical success. Starman was dreamed up by DC
Comics as something of a successor to Superman,
and the company launched him with much fanfare
in 1941, through full-page advertisements in their
comics, a cover and lead slot in Adventure Comics
#61, and membership in their top-selling Justice
Society of America strip. Starman's creators were
among the company's best: Sandman and Dr. Fate
creator Gardner Fox, and artist Jack Burnley, the
first person to draw both Batman and Superman
outside of their creators' studios. Even Starman's
powers — flight and strength — and costume were
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Starman
similar to those of Superman, although the cos-
tume had different colors and a hood. And still the
strip never quite caught on.
Starman was wealthy American astronomer
Theodore ("Ted") Knight, who had constructed a
Gravity Rod (a.k.a. Cosmic Rod) that could harness
the energy of the stars and effectively give him
almost unlimited powers — including the ability to fly,
create energy fields, and melt steel. Fox, and later
writer Alfred Bester (the noted science fiction
author), peopled the strip with a fine selection of vil-
lains, including Electron, Dr. Droog, and their star
rogue, the Mist, who coated himself (and his hench-
men) with an invisibility paint, leaving only his head
eerily visible. Burnley was by some margin the best
draftsman at DC Comics and, as a 2002 reprinting
of all his Starman strips has shown, the old
episodes still look impressive today. Yet the strip
lacked individuality, and DCs high hopes for its suc-
cess and impact were never realized. Starman's
cover slot was soon usurped by Manhunter, Green
Lantern replaced him in the Justice Society, and the
strip was concluded in 1946 with a change to
another top artist, the great Mort Meskin.
Like most Justice Society members, Starman
was featured in numerous Justice League guest
appearances in the 1960s and 1970s, and co-
headlined with Black Canary in two attractive 1965
issues of The Brave and the Bold. In fact, he had
more adventures in the revived Justice Society than
he had had in the 1940s and, while writers were
rarely able to develop his personality very much, he
made a decent enough team player. In the revived
All Star Comics in 1976, his Gravity Rod was tem-
porarily requisitioned by the Star-Spangled Kid (who
then turned it into a belt) but this device was short-
lived. Throughout the 1980s, Starman was an occa-
sional presence in the All Star Squadron, one issue
of which finally gave him the proper origin that his
creators had forgotten to write: It seems that he
was inspired to become a hero after seeing Batman
in action — an origin that some fans say was hardly
worth waiting thirty years for!
H*>
In spite of their early disappointment, the DC
creative team must have thought that Starman was
too good a name to waste on a bit-part player, and
since the 1970s they have periodically tried to pass
the title on to another character — or, to be precise,
five other characters (so far). The first of these
(Starman number two) was a blue-skinned alien
attired in a sort of disco-era jump suit who starred
in First Issue Special #12 (1976); he was met with
complete indifference by a bemused public. Star-
man number three, who ran throughout 1980 in
Adventure Comics, was a futuristic superhero from
another galaxy, and the strip featured art by Spider-
Man's Steve Ditko. More successfully, the fourth
Starman premiered in his own title toward the end
of the 1980s and enjoyed four years of relative pop-
ularity, though curiously he is almost forgotten
today. This incarnation was Will Payton, who some-
how inherited immense powers (flight, strength, and
the ability to change his features) siphoned off from
the previous Starman. In an interesting twist, this
Starman bumped into yet another one: David
Knight, son of the now aged first Starman, who had
taken on his father's mantle (or, rather, cape).
Readers next come across Knight in the first
issue of yet another Starman project (in 1994) only
to see him abruptly killed off and the Gravity Rod
passed to his brother, Jack. This latest Starman
(the sixth) was a reluctant superhero, preferring to
rummage through junk for his antiques shop rather
than tackle the likes of the Shade or the Mist, who
perennially popped up in the comic. In a device that
anticipated the post-millennial move away from cos-
tumes, he opted to go into battle wearing a trench-
coat and goggles and, even more revolutionary, he
never bothered to adopt a secret identity. Much of
the comic's appeal came from the interplay
between two generations of superheroes, as father
passed on advice to his novice son, and its quirky,
reserved style gradually garnered the sort of praise
that DC had hoped for back in the 1940s. Neophyte
writer James Robinson became a star through his
Starman scripts and then surprised everyone by
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Static Shock
canceling the comic after eighty issues, declaring
that he had told all the stories he wanted to tell — a
unique ending to a unique comic. — DAR
Static Shock
During the day, Virgil Hawkins is a fourteen-year-old
African-American teen attending Dakota Union High
School with his best friend Richie Foley. But when
he's not in school — or when trouble strikes —
Hawkins dons a black, blue, white, and yellow cos-
tume with a trenchcoat, white face mask, and gog-
gles and zaps crime with his electrical powers as
Static. Technologically gifted Foley aids Static, by
wearing his own superhero suit and using his bril-
liant gadget inventions to fight crime as Gear. But
can the pair of teen heroes really keep Dakota City
safe from the "Bang Baby" meta-human villains that
are stealing and looting?
Co-created by African-American comic-book vet-
erans Dwayne McDuffie and Denys Cowan, Static
was originally a part of the minority-owned and
diversity-based Milestone line distributed by DC
Comics. Static #1 was released in June 1993, and
the forty-seven-issue series followed the adventures
of young Hawkins after he inhales a strange gas
that the police used against a gang. The gas
changes him, making him capable of throwing
shock-powered taser punches at his enemies, and
enabling him to fly on an electromagnetically
charged garbage can lid. Hawkins' secret is known
by Frieda Goren, his best friend and the hottest
babe at Ernest Hemingway High. While dealing with
school, his lower-income family, and his racing hor-
mones, Static must also knock knuckles with bruis-
ers, gang-bangers, and supervillains such as Hot-
streak, Tarmack, Puff, Coil, and others.
The WB network debuted a series called Static
Shock, based on the comic, on September 23,
2000. Several members of its production team had
moved over from the popular Batman: The Animated
Series and Superman shows but, wisely, Cowan was
also hired as a producer and McDuffie as a story
editor and writer for the series. Because of its Sat-
urday morning time slot, Static Shock is a bit toned
down from its gritty comic origins: guns aren't used
as often; Foley is no longer a gay teen; Hawkins'
mother is dead; and both the costume and Static's
use of his powers are different. Perhaps most inter-
esting though is that Static now exists in the larger
"DC universe," as guest appearances from Batman,
Superman, the Justice League, Green Lantern, and
even a futuristic visit with the cast of Batman
Beyond have occurred.
On the series, Static has fought other charac-
ters that received superpowers from the same
mutagenic gas he inhaled. These so-called "Bang
Babies" (named for the rumble, or "Big Bang," that
the police used such unnatural force to put down)
include Ebon, shadowy leader of the Breed (Talon,
Shiv, D-Struct, Kangorr, and Aquamaria), as well as
the flaming F-Stop/Hotstreak, blowhard Slipstream,
bounty hunters Onyx and Puff, duplicate-maker
Replay, and brother-sister act Boom and Mirage.
Static and Gear are sometimes aided by other
heroes, including the stretchable Rubberband Man,
and genetically engineered Shebang.
Still on the air as of 2004, Static Shock is an
important stride forward for animation. Static was
not the first African American superhero on televi-
sion; All New Super Friends Hour's character Black
Vulcan (1977), The Young Sentinel's Astraea
(1977), Tarzan and the Super 7's Superstretch &
Microwoman (1978), The New Fat Albert Show's The
Brown Hornet (1979), and Kid Super Power Hour's
Misty Magic (1981) had all predated him. But Static
Shock was the first series centered around an
African-American superhero, with a diverse cast
both on-screen and behind the scenes. African-
American comedian Phil LaMarr has voiced Static,
and guest-stars galore have lined up to either play
themselves — as in the case of NBA legend
Shaquille "Shaq" O'Neal, Backstreet Boy A. J.
McLean, and rapper Lil' Romeo — or perform charac-
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Steel
ter voices, as in the case of Terence Trent D'Arby,
Neil Patrick Harris, David Faustino, Carl Lumbly,
Coolio, Malcolm Jamal-Warner, and Alfre Woodard.
Like its comic-book predecessor, Static Shock
tackles issues both multicultural and urban. While
one story might be about gang violence, another
explores both the Chanukah and Christmas sea-
sons (in-between superbattles of course). An
episode called "Jimmy" (May 2002) dealt with teen
gun violence. That episode was given the presti-
gious Humanitas Prize in 2003, an award recogniz-
ing film and television writers whose work both
entertains and enriches the viewing public. At its
best, Static Shock provides solid superheroic enter-
tainment and a role model and promotion of diversi-
ty for not only African-American viewers, but audi-
ences of all colors and ages. — AM
Steel
John Henry Irons' life is one of second chances. His
backstory: As an engineer for munitions manufactur-
er AmerTek, Irons becomes disenchanted with his
role as a designer of weapons of mass destruction
when one of his creations is usurped by an enemy
force. He destroys his technology, incurring his
employer's wrath — to the extent of a death warrant.
Taking the alias of construction worker Henry John-
son, he hides out in Metropolis until being saved
from a near-fatal fall by Superman, who admonishes
him to make something of his life. After Superman
"dies" in Superman #75 (1992), Irons is one of
"The Reign of the Supermen," a quartet of succes-
sors to the Man of Tomorrow (the others being
Superboy, the Cyborg Superman, and the Eradica-
tor). In his sterling debut in The Adventures of Super-
man #500 (1993), he forges for himself a suit of
high-tech armor and sledgehammer, and, memorializ-
ing the fallen hero with a metal-plated "S" on his
chest and a red cape, takes to the Metropolis skies
as the new Man of Steel: Steel!
«*1*
Superman didn't stay dead for long, and upon
his return, Steel stepped aside. But when weapons
he designed were being used on the streets of
Metropolis' Suicide Slum, Irons donned the armor
again, busting bad guys with his sledgehammer. In
February 1994, Steel was awarded his own monthly
comic book written by Louise Simonson and illus-
trated by Jon Bogdanove, as part of a dual agenda
by publisher DC Comics: Expand the Superman
franchise and develop a headlining black super-
hero. Some readers criticized DC for shielding the
face of Irons, an African American, behind a chrome
countenance, but the hero's multi-ethnic cast —
including Steel's younger brother Crash, the evil Dr.
Villain, and a mob enforcer called Skorpio — was a
welcome departure from the mostly white series
dominating the publisher's line.
Steel, commanding both remarkable intellect
and gallant heroism, aided Superman on many
occasions, as well as Supergirl and Superboy, all
joining forces as "Team Superman." He was recruit-
ed into the roster of DCs Justice League of America
(JLA), becoming the group's techno-whiz, and also
used his talents to construct Superman's private
retreat, the Fortress of Solitude. A wave of post-
"Death of Superman" merchandising included Ken-
ner Toys' production of Steel action figures, and
Steel appeared on the WB network's Superman ani-
mated television series (1996). The character —
sans the Superman connection — was the star of
Steel (1997), a poorly received live-action feature
film starring basketball legend Shaquille "Shaq"
O'Neal in the title role. The promos for Steel played
upon Shaq's massive size: "Heroes Don't Come Any
Bigger." Ultimately, his comic-book series folded
with Steel #52 (1998), and Irons was relegated to
guest-star status.
In 2001, Imperiex, a destroyer of planets,
unleashed an intergalactic conflict in DC Comics'
multi-part "Our Worlds at War" storyline that ran
through a variety of the publisher's superhero
series. Steel, having outlived his usefulness as a
DC "B" player, perished in the battle. Yet the iron
TH£ SUPBBHeiZO BOOK
Stripperella
Shaquille O'Neal stars in Steel.
man was not banished to the scrap heap: The vil-
lainous Darkseid restored life to Steel's form,
encasing him inside alien armor called the Entropy
Aegis. Action Comics #806 (2003) revealed that
the soul of Irons apparently inhabits his hammer: It
"speaks" to his niece, Natasha — "I chose to be
Steel because I was given a second chance by
Superman ... it is a gift that should not die with
me" — and in a blinding explosion, Natasha Irons is
transformed into the new Steel, ready to continue
the family tradition of "hammer time."
It must be noted that John Henry Irons was
not the first DC superhero named Steel. DC pub-
lished a short-lived series titled Steel the Inde-
structible Man (1978-1979), starring a World War
II— era superpatriot with striking similarities to Mar-
vel Comics' Captain America. In the 1980s, this
hero, also called Commander Steel, appeared in
the pages of All-Star Squadron. His grandson, the
second Steel, was a member of the Justice League
of America during the team's brief stint in Detroit,
Michigan. — ME
Strfppere/fa
Erotica Jones is an exotic dancer by night, crime
fighter by ... later night. With "a heart of gold, a
passion for animal rights, and a weakness for fash-
ion," according to the plug she received on Spike
TV's website, when she's not busy pole dancing
Jones lends a helping hand and sympathetic ear to
the other dancers at the Tender Loins strip club.
When her belly ring vibrates, Erotica jumps into
action as superhero/secret agent Stripperella.
As an agent for the organization T.H.U.G.G.,
Stripperella battles supervillains Dr. Cesarian (a
plastic surgeon who injects beautiful models with
deadly implants that make them obese), Pushy
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**
Sub-Mariner
Galore (a former genetic physicist who breeds ani-
mals with designer logos on their skin), and Cheapo
(a dime-store-rate villain). In between, she dodges
the catty looks and subversive plans of fellow
dancer Catt, and spends time exercising her super-
powers: floating to safety via her superpowered
hair, doing the Scissor-ella (which involves knocking
out bad guys with her thighs), and playing with the
super-gadget lie-detector she conceals in the chest
area of her costume.
Stripperella is the brainchild of Spider-Man co-
creator and all-around Marvel Comics genius Stan
Lee, who modeled the stripper-turned-superhero
after actor Pamela Anderson, who voices the part of
Jones/Stripperella. The animated show debuted in
June 2003 on Spike TV (the revamped network for-
merly known as TNN). Joining executive producer
Lee behind the scenes are director Kevin Altieri,
known for his work on the highly acclaimed Batman:
The Animated Series, and writers Kevin Kopelow
and Heath Seifert (Nickelodeon's All That), who
came aboard to give the show its comedic twist. Kid
Rock provides the theme song. Regular and guest
voices are courtesy of Mark Hamill, Kid Rock,
Kristin Davis, Maurice LaMarche, and Dee Bradley
Baker. —GM
Sub'Matimv
Bill Everett's Sub-Mariner was the first of
Timely/Marvel Comics' "big three" superheroes to
be created, back in early 1939, and proved to be
one of the company's most enduring characters, as
well as being the first anti-hero in comics. The Sub-
Mariner was dreamed up by Everett for a promotion-
al comic called Motion Picture Funnies Weekly, pack-
aged by Funnies Inc. — the art studio of which he
was co-owner and art director. The project was not a
success; only eight copies are known to exist, sug-
gesting that few copies were ever circulated to the
general public. However, later that year, when Fun-
nies Inc. was contracted by pulp publisher Martin
Goodman to package a comic, Everett recycled his
original Sub-Mariner story, adding a short origin
sequence, and so Marvel Comics #1 was born, hit-
ting the newsstands in October 1939. The comic,
co-starring the Human Torch, the Angel, and Ka-Zar
(the latter two have no relation to their later name-
sakes), was retitled Marvel Mystery Comics with its
second issue, and soon became one of the nascent
industry's best-selling books. At the time of the Sub-
Mariner's creation in April 1939, the only costumed
superhero on the stands was Superman, making
Everett's character genuinely groundbreaking.
The Sub-Mariner's brief origin relates how
explorer Leonard McKenzie leads a scientific expedi-
tion to the Antarctic and, during exploratory explo-
sions on the ice shelf, accidentally damages an
undersea kingdom. The settlement (later christened
Atlantis, inevitably) sends up one of its blue-skinned
inhabitants — Princess Fen — to bargain with the
men, and she ends up having an affair with McKen-
zie, who nevertheless carries on with his dangerous
experiments, killing most of the kingdom's inhabi-
tants in the process (albeit unwittingly, it seems). It
takes the Atlanteans twenty years to rebuild their
numbers, but by 1939 — led by the product of the
union between McKenzie and Fen, Prince Namorthe
Sub-Mariner — they are ready to unleash their wrath
on the unsuspecting surface-dwellers. The half-
human Namor was pale-skinned and sported winged
feet, pointed ears, and a somewhat triangular head.
He possessed extraordinary strength (swimming 60
miles per hour and lifting 75 tons underwater) and
could even fly out of water — however, he weakened
after several hours of not being wet and needed to
immerse himself at least once a week.
In his earliest Marvel Mystery tales, the Sub-
Mariner was to prove a menace to humankind in
general, rampaging through cities and striking terror
into American hearts (indeed the name Namor
means "avenging son"), but he soon turned his
attention elsewhere. In Spring 1941, he was given
his own comic, in which the Nazis rashly attacked
Atlantis, and for the rest of World War II Namor was
«»ft
TH£ SUPBBHeiZO BOOK
Sub-Mariner
to prove their nemesis, at least in those stories in
which he was not pummelling his erstwhile co-star,
the Human Torch. As the war progressed, he began
to star in other Timely titles, including USA, Daring,
All Winners, The Human Torch, and All Select, but
by this point Everett was long gone, having been
drafted in early 1942. Everett was a skilled, fluid
artist with a genuine love of the sea, and though his
successors (including Carl Pfeufer and Syd Shores)
did not share that same enthusiasm, the strip
thrived in his absence.
The postwar Sub-Mariner was an altogether
tamer beast since, having defeated the Axis hordes,
he seemed to regard himself as a de facto Ameri-
can, helping the police and hanging out with the
beautiful Betty Dean, while rarely returning to
Atlantis. As sales began to decline, the company
introduced his shapely cousin Namora as a sort of
companion-in-arms (first appearing in Marvel Mys-
tery #82 in 1947) and she was soon spun off into
her own short-lived comic. More importantly, Everett
returned to the strip that year, a much improved
artist, but even he could not halt the industrywide
slump and, by mid-1949, both Marvel Mystery and
Sub-Mariner were canceled.
By late 1953 Marvel (now known as Atlas)
decided to try out the superhero genre once more
and, following a couple of issues of Young Men, all
three of the company's principal heroes were given
their own comics again. Whereas Captain America
and the Human Torch proved to be short-lived, a
proposed Sub-Mariner television series (which
never materialized) persuaded Martin Goodman to
keep Namor's title afloat for ten issues. With
Everett (and Namora) back on board, it was as if
nothing had changed, and all of the 1950s Sub-
Mariner yarns are a joy, particularly since Everett
had improved still more, marrying a winningly car-
toony touch with delicate, detailed rendering. There
was also less of the rampant commie-bashing
prevalent in the other revivals. Barely a year after
the final issue of the series (#42, 1955), DC
Comics brought out Showcase #4, starring the
Sub-Mariner #57 © 1973 Marvel Comics.
COVER ART BY BILL EVERETT.
Flash, meaning that Marvel only just missed out on
starting the big superhero revival of the Silver Age
(1956-1969). As it was, readers had to wait until
1962 to enjoy the Sub-Mariner again.
The action in Fantastic Four #4 opens with the
latter-day Torch (in his unrelated Johnny Storm ver-
sion) burning the stubble off a Bowery bum and dis-
covering the Sub-Mariner underneath. In a piece of
retro-fitting from later in the decade, it was revealed
that a character called Destiny had destroyed most
of Atlantis and that Namor had just survived, but he
was stricken with amnesia. When his memory was
restored, the newly angry Subby went on the ram-
page, swearing revenge on humankind — much as he
TH£ SUPBBHeiZO BOOK
«*
Sub-Mariner
had done in his early days. For the next couple of
years, he was a regular (unwelcome) guest in the
pages of Fantastic Four (where he developed a crush
on the Invisible Girl) and popped up all over the Mar-
vel universe. After a particularly memorable ram-
page through New York City in Daredevil #7 , it
became obvious to Marvel that Sub-Mariner was too
strong a character to be wasted on occasional guest
shots, and he was finally given his own series again.
Namor's new berth was Tales to Astonish. In
issue #70 (1965) he ousted the moribund Giant-
Man strip and, under the guidance of writer Stan
Lee and artist Gene Colan, it was a handsome fea-
ture. As in the 1940s, the company found it hard to
sustain a strip centered on an outright villain, and
so the feature concentrated on Namor's regal side
in Atlantis. It introduced a supporting cast of love
interest Lady Dorma; the steadfast, bearded vizier
Vashti; and the plotting warlord Krang. Within a few
issues, Namor had graduated from prince to king. In
1967, Bill Everett once again (temporarily) returned
to his favorite son, though his hard-living lifestyle
had taken its toll and critics generally agree he was
not at his best. Nevertheless, a year later the Sub-
Mariner was promoted to his own title and began a
successful run of more than seventy issues.
The new title introduced a new creative team —
Roy Thomas (on scripts) and John Buscema (on art
for the first year) — and a dynamic new approach.
Indeed, the early issues were almost underwater
sword-and-sorcery stories. The comic soon settled
down to a more traditional superhero look and intro-
duced a succession of fishy villains, including Tiger
Shark, Stingray, Commander Kraken, and Orka the
Human Killer Whale, in addition to Marvel's all-pur-
pose underwater thug, Attuma. The 1970s fully re-
established the Sub-Mariner at the heart of the
company and he also starred in The Defenders, The
Invaders, and Supervillain Team-up. In his own
comic he suffered a number of tragedies, including
the death of Lady Dorma, the loss of his throne,
and the departure of Thomas (after four years). On
the plus side, he tracked down his long-lost father
(last seen in Marvel Comics #1) and was reunited
with his (other) creator, Bill Everett, one last time.
By 1972, Everett had conquered his personal
demons and was once again at his quirky, intricate
best, and he immediately introduced a new element
into the strip in the form of the perky, teenage
Namorita, daughter of the long-forgotten (and now
regrettably deceased) Namora. Everett's tenure was
to be brief (from #50 to #61), and he died four
pages into a new episode. By the decade's end, all
the Sub-Mariner's various titles either had been
canceled or (in the case of The Defenders) had writ-
ten him out of their lineup. The 1980s were an even
less promising era for Subby, reducing the character
to the status of "villain of the issue" in scattered
Fantastic Four numbers; why the public had tired of
him remains something of a mystery.
A new decade brought an old fan — industry
favorite John Byrne — a new comic called Namor
(sixty-two issues between 1990 and 1995), and a
move in a darker direction. Much like Aquaman, his
DC Comics counterpart, Namor became caught up
in the trend toward darker, harsher heroes and he
grew his hair long and sported a beard (never a
good sign in comics). A revival of his romance with
the Invisible Girl (now Invisible Woman) went
nowhere, but he did gain a son along the way, cour-
tesy of the previously villainous Llyra. The same
year that the Namor comic was initiated also saw
the birth of a new superteam, the New Warriors,
starring Namorita. The New Warriors was a far more
lighthearted venture and, against the received wis-
dom of the day, proved more popular than Namor's
supposedly more cutting-edge nihilism.
By the millennium, both Namor and Namorita
were homeless once more, but a 2003 series
proves that there is life under the sea yet. With a
hero who should realistically now be in his eighties,
Marvel decided that their new comic — once again
called A/amor— would feature untold tales of his
youth, and its charmingly gentle approach has her-
alded another innovative chapter for the Prince of
the Seas. — DAR
«1<>
TH£ SUPBBHeiZO BOOK
Super Friends
Super Mends
For thirteen years, they protected the Earth from
within their headquarters, the Hall of Justice. If they
had kept their title the same, ABC and Hanna-Bar-
bera's group of superheroes would have been
among the longest-running animated series in histo-
ry, but even though they always got along, the Super
Friends got new series titles on a regular basis. The
core team always remained Superman, Batman,
Wonder Woman, Robin, and Aquaman, although
multiple other heroes and sidekicks often joined
them for adventures.
Superheroes had fallen out of favor with net-
works as the 1970s began, but in 1972, a pair of
CBS New Scooby-Doo Movies with guest stars Bat-
man and Robin, and two episodes of ABC's The
Brady Kids which guest-starred Superman and Won-
der Woman, changed the minds of development
executives at ABC. Soon, the alphabet network
commissioned Hanna-Barbera to create a new
supergroup to entertain on Saturday mornings, but
they wanted the adventures to be moralistic and
nonviolent. Hanna-Barbera picked five of DC
Comics' top heroes — Aquaman was included over
Flash or Green Lantern because he had already had
his own animated series — and saddled them with
teen sidekicks Wendy, Marvin, and Wonder Dog.
Simple but elegant designs by comics master Alex
Toth gave all the characters a dynamic flair.
Super Friends debuted on September 8, 1973,
with an adventure in which the heroes had to stop
energy thieves who came from an energy-depleted
planet. Of the sixteen episodes produced, other
adventures included guest-stars Green Arrow, Flash,
and Plastic Man, and saw the Super Friends battle
a super-computer called G.E.E.C, dastardly pol-
luters, and alien balloon people. Although Super
Friends did well in the ratings — and actually
received primetime promotion — it was dropped from
the air in August 1975, only to return again in Feb-
ruary 1976. Half-hour edited versions of the shows
ran from December 1976 to September 1977.
The first title change for the series came on
September 10, 1977, when The All New Super
Friends Hour debuted. This version altered the for-
mat, showing four adventures over the hour (one half-
hour story, and three mini-adventures). Interspersed
between each story were Safety Tips, three-part
Decoder Clues games, and alternating Crafts or
Magic Tricks short segments. The other major
change for the series was that Wendy, Marvin, and
Wonder Dog were dumped for new sidekicks: alien
teens from Exxor named Zan and Jayna, and their
space monkey, Gleek. Zan and Jayna were the Won-
der Twins, and when they pushed their fists together
and yelled "Wonder Twin powers, activate!" Zan could
form anything made of water or ice, and Jayna could
become any animal from Earth or another planet.
The short stories tended to feature one or two
characters teaming up to stop disasters or villains,
and many of them guest-starred other heroes from
the DC Comics universe: Hawkgirl, Hawkman, Rima
the Jungle Girl, Green Lantern, Flash, and the Atom.
Created for the series were the new multicultural
heroes Black Vulcan (an African-American man with
electrical powers), Apache Chief (a Native American
man who could grow to be a giant), and Samurai (an
Asian man who could spin his lower torso into a tor-
nado). The final of fifteen episodes also featured
the first supervillain adapted from the comics:
Hawkman's foe Gentleman Jim Craddock, the Gen-
tleman Ghost.
On September 9, 1978, ABC debuted what
would be the most popular incarnation of the series
ever: Challenge of the Super Friends. In this series,
the Super Friends were now regularly joined by Flash,
Green Lantern, Hawkman, Black Vulcan, Apache
Chief, and Samurai, leaving Wonder Woman the sole
female heroine (the Wonder Twins were gone for
these stories). Fighting against them was the Legion
of Doom, whose members included well-known
comic-book villains Lex Luthor, Brainiac, Cheetah, the
TH£ SUPBBHeiZO BOOK
*»
Super Friends
Riddler, the Scarecrow, Toyman, Sinestro, Black
Manta, Captain Cold, Bizarro, Gorilla Grodd, Solomon
Grundy, and Giganta. The Legion of Doom met in the
Hall of Doom, a building that resembled Darth
Vader's helmet and was built in a swamp.
Although the villains were out to conquer the
world, and often caused major problems, they just
as often escaped justice at the end of each half-
hour adventure. When television's Standards and
Practices arm objected, the Legion were caught in
some episodes, only to be miraculously free the
next week. Not only did the show feature many
comics characters, several episodes showcased
the origins of the heroes and villains, including
Superman, Wonder Woman, Green Lantern, Lex
Luthor, Giganta, and the Legion of Doom itself.
Since Challenge of the Super Friends was a
one-hour show, and the Legion of Doom stories only
took half that time, separate half-hour stories filled
the rest of the hour. These sixteen stories did fea-
ture the Wonder Twins, fighting evil alongside the
crew from the previous season's adventures. These
stories were a little more cosmic in nature, with Mr.
Mxyzptlk, Dracula, the Greek Gods, and dangers
from Exxor, Krypton, and other planets stressing out
the Super Friends. Challenge proved so popular that
the show was expanded to ninety minutes from
November 1978 to September 1979, with older
reruns added in to fill the time.
Another name change came in 1979, and the
show became The World's Greatest Super Friends.
Though the series was an hour, only eight new
episodes were produced. Fantasy ruled these
episodes as the heroes battled space knights of
Camelon and the Frankenstein monster, took a trip
to the Planet of Oz, and faced their evil
dopplegangers. Gone were the extra heroes, though
the Wonder Twins stuck around.
The 1980-1981 season saw the title simpli-
fied to The Super Friends Hour. Eight new half-hour
shows were produced, though each was split into a
trio of seven-minute short stories. Eight new Safety
Tips, Magic Tricks, and Crafts shorts were produced
as well. The cast returned to its wider reach, as
guest-stars Apache Chief, the Atom, Flash, Hawk-
man, Hawkgirl, Rima, and others stopped by to lend
a helping hand. Villains included Mr. Mxyzptlk and
Bizarro, in addition to non-comic-book menaces
such as the Voodoo Vampire, the Termites from
Venus, and the Incredible Crude Oil Monster.
Things got a bit complicated for the heroes
over the next several years. In September 1981,
the series was renamed The Super Friends, and
more short adventures were produced (three per
half-hour), adding a new Hispanic hero named El
Dorado to the mix. Six new half-hours (eighteen sto-
ries) were produced and aired in the 1981-1982
season, but 1982-1983 featured all reruns. Eight
more half-hours (twenty-four stories) were produced
for the 1983-1984 season but did not air in the
United States. Thus, for viewers, the 1983-1984
season was also all reruns.
Concurrent with a new line of action figures from
Kenner known as Super Powers, ABC and Hanna-Bar-
bera changed the title of the series again with the
September 8, 1984 episode. Super Friends — The
Legendary Super Powers Show featured Superman,
Batman, Robin, Wonder Woman, Aquaman, Green
Lantern, Flash, Hawkman, Atom, Black Vulcan,
Apache Chief, Samurai, and the Wonder Twins. Also
introduced into the stories was teen hero Firestorm.
The Legendary Super Powers Show started out
as a thirty-minute series, but by December it had
been expanded to an hour. The stories were either
two separate eleven-minute tales, or a two-part
storyline; in addition to eight new half-hours, two
half-hours from the missing 1983-1984 episodes
were also aired. Darkseid and others of Jack Kirby's
Fourth World characters (Kalibak, Desaad, the Para-
Demons) were the main antagonists, while familiar
comic villains such as Brainiac, Mr. Mxyzptlk, Mirror
Master, and Lex Luthor also bedeviled the heroes.
In September 1985, the series changed titles
once again, losing its Super Friends connection
1*1*
TH£ SUPBBHeiZO BOOK
Super-archers
once and for all as it was renamed The Superpow-
ers Team: Galactic Guardians, and the character
designs were changed to reflect the templates
drawn by Jose Luis Garcia Lopez in the DC Comics
Style Guide for licensors. Eight more half-hours
were produced, with some of them cited by fans as
the best stories of the entire run.
While the team remained functionally the
same, African-American teen hero Cyborg was
added to the mix, perhaps testing the waters for a
proposed Teen Titans series, of which he would
have been a part. Lex Luthor, Darkseid, Brainiac,
and Bizarro were back to cause trouble, while new-
comers the Royal Flush Gang (with Joker in tow) and
Felix Faust appeared. But it was in an episode
called "The Fear" that fans got a real "first": the
story of Batman's origin was told for the first time
on television or in film! Another story bucked televi-
sion tradition and harkened back to a much-loved
Silver Age (1956-1969) Man of Steel comic-book
story: "The Death of Superman" was one of the
rare cases that the word "death" ever appeared in
an animation title.
Galactic Guardians ended its run on Septem-
ber 6, 1986, closing out thirteen seasons of the
various Super Friends series. The show was later
sent to syndication, then to USA Network (where all
the missing 1983-1984 episodes were finally
shown), and finally to Cartoon Network, where it
resides today. Well-remembered by older fans, and
embraced by younger viewers, Super Friends began
a resurgence of popularity after the turn of the cen-
tury. Cartoon Network produced newly animated
promos featuring the characters (and brought back
many of the original voice actors), and even fea-
tured Black Vulcan and Apache Chief on its Harvey
Birdman, Attorney at Law series.
Justice League, the successor to Super
Friends, began airing on Cartoon Network in Novem-
ber 2001. DC Comics launched a nostalgia-laden
campaign in 2002, publishing the first of two Super
Friends trade paperbacks, and following them later
with action figures, posters, statues, and other lim-
ited edition materials. The Wonder Twins have
shown up in recent years in the pages of Extreme
Justice and Young Justice, and even Apache Chief
was reborn as Manitou Raven in the pages of JLA.
Warner Bros, also began to release Challenge of
the Super Friends DVDs, to surprisingly high sales.
It seems that the Hall of Justice may be retired as
headquarters for DCs greatest superheroes, but
the popularity of the Super Friends goes on. — AM
Super-archers
Comic-book publishers were scrambling to create
new costumed crime fighters in the wake of Super-
man's instantaneous success in Action Comics #1
(June 1938). Since the wildly popular Errol Flynn
movie The Adventures of Robin Hood was attracting
long lines at the box office during that summer, the
notion of pitting a contemporary bowman against
villains armed with guns was too good for comics
creators to ignore.
Centaur Publications struck the first bull's eye
with the Arrow, comics' original super-archer — and
the first costumed hero to appear in print after
Superman. Bowing in Funny Pages (September
1938), the Arrow, written and drawn by Paul Gus-
tavson, mixed the archery motif of Robin Hood with
the mystique of pulp hero the Shadow. The Arrow
was a masked enigma — even the readers weren't
privy to his identity. His adventures routinely pitted
him against thugs and deviants, whom he would
disable, and sometimes even destroy, with a well-
aimed arrow and absolutely no compunction. The
Arrow graduated into his own title in October 1940,
where he was unmasked — for readers — and
revealed to be a United States federal agent named
Ralph Payne. Removing the mystery around the
hero also removed his appeal, and The Arrow was
canceled after its third issue.
Fawcett Comics' Golden Arrow was the next
super-archer, drawing aim in Whiz Comics #2 (Febru-
TH£ SUPBBHeiZO BOOK
**>
Super-archers
ary 1940). Raised by a prospector in the 1940s
American West, Golden Arrow was actually Roger Par-
sons, who became a master bowman to avenge the
murder of his parents. Golden Arrow was far from the
traditional costumed crusader: He dressed in nonde-
script garb and wore no mask. Nonetheless, he con-
tinued to target criminals throughout comics' Golden
Age (1938-1954), appearing both in Whiz and in six
issues of his own title. Three months after Golden
Arrow's debut, Quality Comics premiered its own
super-archer, the Spider — in a strip titled Alias the
Spider— \n Crack Comics #1 (May 1940). Dressed in
a vibrant yellow shirt and blue tights, the Spider,
secretly wealthy playboy Tom Hallaway, took crime
prevention into his own hands as a bowman whose
quiver contained a "spider seal" arrow he fired into
the hands of gun-wielding mobsters.
The next super-archer of note was the first uni-
formed villain to challenge Superman: the Archer,
who appeared in Superman #13
(November-December 1941). This rogue was a
green-clad, masked assassin, piercing victims'
hearts with perfectly aimed shafts. Once Superman
caught him, the Archer was revealed as a big-game
hunter who admitted, "I thought hunting human
beings would prove more profitable!" While the
Arrow and Golden Arrow may have impressed
comics readers, the Archer missed the mark, his
weapons seeming trivial against the superhero who
was "more powerful than a locomotive."
Appearing concurrently with the Archer was
DCs Green Arrow, inarguably comics' best-known
bowman. First seen in More Fun Comics #73
(1941), "GA" was more than DCs answer to Robin
Hood: He was a clone of the publisher's own Bat-
man! Behind his domino mask and emerald cos-
tume was millionaire playboy Oliver Queen. Living
with Queen was a young ward named Roy Harper,
who fought alongside his mentor as the superhero
sidekick Speedy. While most adult superheroes first
established themselves as solo crime fighters
before adopting sidekicks, Green Arrow and Speedy
debuted as a team. This dynamic duo was head-
quartered in an Arrow Cave, drove an Arrow Car,
took to the air in an Arrow Plane, and relied upon an
amazing arsenal — not gadget-filled utility belts like
Batman and Robin used, but quivers brimming with
regular and trick shafts: the boomerang arrow, the
boxing-glove arrow, the super-sensitive-sonar arrow,
even a fountain-pen arrow!
Despite their lack of originality, Green Arrow
and Speedy commanded a long-running presence in
comics: They survived the 1950s, the decade when
most superheroes disappeared from print, and the
1960s, when GA joined the Justice League of Amer-
ica and Speedy hooked up with the Teen Titans.
Green Arrow was reinvented in 1970: Queen lost
his fortune and became a bearded leftist, using his
tongue more frequently than his bow in a series of
critically acclaimed adventures with Green Lantern.
This relevant take on GA made him one of DCs
most popular characters throughout the 1970s, but
by the mid-1980s he was overhauled again, begin-
ning in a miniseries entitled Green Arrow: The Long-
bow Hunters. Queen was now a grizzled vigilante,
not unlike the original super-archer, the Arrow. The
character died in the mid-1990s and was succeed-
ed as Green Arrow by his bowman son Connor
Hawke. Speedy, no longer a teen sidekick, matured
into his own as Arsenal, firing concussive arrows
among a varied cache of weapons. In 2001 the
1970s version of Green Arrow was resurrected from
the dead in a new monthly series, originally written
by filmmaker Kevin Smith (Dogma, Chasing Amy).
Curiously, in his lengthy career, Green Arrow has
encountered a variety of adversaries, but has never
developed a recognizable rogues' gallery or even a
signature villain.
The other major super-archer of note is Marvel
Comics' hotheaded bow-slinger Hawkeye. Beginning
with his first appearance in 7a/es of Suspense #57
(1964), ace sideshow marksman Clint Barton set
his sights on becoming a superhero, but got shaft-
ed when the police misinterpreted his actions. After
flirting with a life of crime alongside a Russian spy
called the Black Widow, Hawkeye salvaged his repu-
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tation and joined Marvel's mightiest superteam in
The Avengers #16 (1965). Hawkeye's quiver is
loaded with an array of trick arrows, but instead of
the preposterous weapons in Green Arrow's employ,
Vibranium arrows, stun-arrows, and other scientifi-
cally enhanced barbs help this Avenger in his war
on crime. Readers have followed Hawkeye through
myriad Marvel team books including The Defenders,
West Coast Avengers, and Thunderbolts. Unlike
Green Arrow, Hawkeye has hit the mark less often
as a solo player, with two limited series in 1983
and 1994 and an ongoing one starting in 2003 that
fans may or may not embrace long-term. However,
his impulsiveness and staunch loyalty to his team-
mates will no doubt save him a place in readers'
affections no matter which comic he lands in.
Other super-archers have come and gone, from
White Feather in DCs superhero parody The Inferior
Five to the Amazon Artemis in the pages of Wonder
Woman and the grim-and-gritty Shaft in Rob
Liefeld's Youngblood. Marvel's Bullseye may not
shoot arrows, but he throws any object with deadly
force and accuracy. In the 2000s archery is depict-
ed in fantasy comic books like CrossGen's Sojourn,
but as real-life science creates technologically
astounding weaponry, superhero stories, which have
always been required to stay one step ahead of
reality, have begun to steer away from the tradition-
al bowmanship inspired by Robin Hood. One excep-
tion to this rule is Arrowette, an adolescent archer
first seen in Impulse #28 (1997), who later joined
the teen team Young Justice. — ME
Superboy
Superman was approaching his seventh birthday in
1945 and had proven himself a phenomenal sales
success as the star of Action Comics, World's
Finest Comics, and his own title. Beginning with
More Fun Comics #101 (January-February 1945),
publisher DC Comics found a new way to milk its
Superboy #188 © 1972 DC Comics.
COVER ART BY NICK CARDY.
Kryptonian cash cow — "The Adventures of Super-
man When He Was a Boy" — Superboy!
When Superman first took flight in Action
Comics #1 (June 1938), creators Jerry Siegel and
Joe Shuster established that this "strange visitor
from another planet" had delayed his crime-fighting
career until adulthood, upon the death of his adopt-
ed Earth parents. Funny how the prospect of exploit-
ing a lucrative franchise can inspire reinvention:
With Superboy, Superman's origin was retrofitted to
offer readers a pint-sized superhero. The Superboy
series, backdated roughly a dozen years from the
Man of Steel's adventures, took the hero who would
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Superboy
one day protect the bustling city of Metropolis and
plunked him down in a hick town appropriately
called Smallville. Enthusiastic younger readers
made Superboy a hit, and the hero burst out of
More Fun into the lead spot in Adventure Comics
and his own long-running title.
The basic story of Superboy remained the
same as Superman's — childless Jonathan and
Martha Kent discover a humanoid baby in a crashed
rocketship and adopt him as their son, Clark, guid-
ing him to use his otherworldly powers (flight, super-
strength, invulnerability, superspeed, supervision,
superhearing, and, yes, superbreath) to benefit
humankind — but then the variations began. Super-
boy's blue-and-red suit was sewn by "Ma" Kent from
the very blankets into which the infant was swad-
dled. He frolicked about the sky with another sur-
vivor of Krypton, his superdog Krypto. Lana Lang,
not Lois Lane, was his headstrong female compan-
ion (and neighbor). Instead of an Arctic Fortress of
Solitude, the Boy of Steel operated out of a secret
headquarters underneath the Kents' modest home.
Initially, Superboy appeared to be a pre-teen,
but before long the strip's writers made him a
teenager at Smallville High School. Young Kent per-
fected his "mild-mannered" persona to deflect any
suspicion of his S-chested identity, but that didn't
fool nosy Lang, who spent years trying to prove that
the boy next door was the Boy of Steel. Teenage
Kent struck a more resonant chord with the reader-
ship than his adult counterpart: His angst closely
mirrored the growing pains experienced by his read-
ership. While the writers expertly characterized
young Kent, they rarely explored the Boy of Steel's
immaturity with his superpowers — Superboy was
essentially Superman in a smaller package.
By the 1960s, Superboy had developed a
rogues' gallery including Bizarro, the Kryptonite Kid,
and classmate-turned-evil-scientist Lex Luthor, who
blamed Superboy for the permanent loss of his hair
(!). He regularly encountered a bevy of young super-
friends, most notably the Legion of Super-Heroes, a
club of teen champions from a thousand years in
the future. Youthful versions of a pre-Batman Bruce
Wayne, Aquaman, Green Arrow, and Lois Lane even
stopped by Smallville, as did the time-traveling
Robin the Boy Wonder and a cadre of other crusad-
ing kids in one-shot appearances.
Superboy never matched the ubiquitous mer-
chandising muscle of Superman, but a handful of
items bearing his likeness have been produced over
the years, from a model kit and board game in
1966 to an action-figure two-pack with Supergirl in
2002. On three occasions, the Boy of Steel has
starred in television series: in The Adventures of
Superboy unsold pilot (1960) starring Johnny Rock-
well; in Filmation Studios' 1966 Superboy animated
cartoon (part of The New Adventures of Superman
series); and in the live-action Superboy syndicated
program (1988-1992) starring John Haymes New-
ton in season one and Gerard Christopher in the
remaining three seasons. Smallville, a live-action,
teen-oriented hour-long drama that premiered in
2001 on the WB network, updated the Superboy
legend (sans costumed identity), with a young Clark
Kent (Tom Welling) on a journey of super-discovery.
Superboy was expunged from DC Comics' con-
tinuity in 1986 in writer/artist John Byrne's Man of
Steel miniseries, which re-established Superman's
inaugural appearance as transpiring during the
hero's adulthood. In the aftermath of DCs highly
publicized "Death of Superman" storyline in 1992,
a new Superboy — a cloned proxy for the deceased
Man of Steel — was introduced in Adventures of
Superman #500 (1993). Kryptonian DNA doesn't
lend itself to replication, discovered the geneticists
at Metropolis think tank Project Cadmus, so their
test-tube titan was grown from a scientist's herit-
able matter and programmed to parrot Superman's
powers. Superboy's abilities are accredited to "tac-
tile telekinesis": He can fly, he is invulnerable, and
he is strong like the Man of Steel, but he also com-
mands the power to disassemble any object. After
Superman returned from the grave, he accepted
"The Kid" (as Superboy is often called) into his
super-"family," bestowing upon him the Kryptonian
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name of Kon-EI. Hip, brash, and fashion-conscious,
this Superboy starred in a healthy run of his own
title from 1994 to 2002, as well as the short-lived
spinoff Superboy and the Ravers. Superboy was a
member of Young Justice before settling, in the
summer of 2003, into the roster of a revamped
Teen Titans. — ME
Superboy
in the Media
What was Superman like as a boy? Since 1945,
fans have known the answer. Superboy first
appeared in More Fun Comics #101 (January-Feb-
ruary 1945), and starred there for a while until mov-
ing on to headline Adventure Comics the following
year (with #103, April 1946). In his comic-book
adventures, Superboy loved redhead Lana Lang,
palled around with Pete Ross, zipped around the
skies with Kryptonian superdog Krypto, and helped
Martha and Jonathan Kent — Ma and Pa Kent to
everyone — on their Smallville farm. But what about
Superboy's media appearances?
The Boy of Steel almost made his first televi-
sion debut in 1961. Following the death of TV
Superman actor George Reeves, in 1959, producer
Whitney Ellsworth wanted a super-spin-off. In April
1961, Ellsworth attempted to recreate the hit show
The Adventures of Superman, using the same styl-
istic touches to tell stories of the Boy of Steel.
Ellsworth commissioned a total of thirteen scripts,
though only the first was ever filmed. "Rajah's Ran-
som" adapted the story "The Saddest Boy in Small-
ville" from Superboy #88 (April 1961). Clark
Kent/Superboy was played by John Rockwell — who
bore a strong resemblance to Reeves — while Lana
Lang was played by Bunny Henning. The live-action
black-and-white pilot never aired.
A few years later, CBS began showing Filma-
tion's animated The New Adventures of Superman.
The series consisted of two short Superman stories
and one Superboy story per half-hour. Many of the
Superboy stories were written by comic-book writ-
ers, including Bob Haney, George Kashdan, and Leo
Dorfman. Bob Hastings voiced Superboy and young
Clark Kent, while Janet Waldo was Lana Lang, and
Ted Knight narrated. The series ran from September
10, 1966, to September 2, 1967, when it became
the Superman-Aquaman Hour. In September 1968,
the series became the Batman-Superman Hour, and
ran until September 6, 1969. Thirty-six Superboy
stories were produced, in which Superboy and Kryp-
to averted natural disasters, sea dragons, alien
invaders, and the occasional super-criminal such as
Mighty Lad.
In December 1978, Warner released a big-bud-
get live-action feature called Superman — The
Movie. Although he did not wear the familiar cos-
tume, young actor Jeff East portrayed teenage Clark
Kent in Smallville, who was struggling with hiding
his superpowers and with the death of his foster
father, Jonathan Kent (Glenn Ford). Ma Kent was
played by Phyllis Thaxter, while Diane Sherry played
the briefly seen Lana Lang. The Smallville scenes —
along with sequences set on Krypton before its
destruction — formed one-third of the film.
Young Clark Kent next appeared (at various
ages) in Ruby-Spears new animated Superman
show for CBS (1988-1989). In addition to an eigh-
teen-minute action-oriented Superman lead story,
each episode featured a four-minute backup story
entitled Superman's Family Album, detailing Kent's
years from Smallville baby to young noncostumed
hero-to-be to his first adult appearance in costume
in Metropolis.
Following the relative failure of the feature film
Superman IV: The Quest for Peace, Cannon Films
gave up the live-action rights to the Superman family.
Previous Superman movie producers Alexander and
llya Salkind snapped them up again and sold Viacom
on a half-hour syndicated series featuring Superman
as a teen. The week of October 8, 1988, Superboy
premiered with unknown actor John Haymes Newton
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Superboy in the Media
Sherman Howard was the new
Lex Luthor, fresh from cosmetic
surgery. DC villains Metallo
(Michael Callan), Bizarro (Barry
Meyers), and the Yellow Peri (Eliz-
abeth Keipher) appeared, as did
Kryptonian parents Jor-EI and
Lara (George Lazenby and Britt
Ekland). In the third season, the
series was renamed to The
Adventures of Superboy, and
Kent began to intern for the
Bureau for Extranormal Matters.
In the series' fourth and final
season (1991-1992), Kryptonite
Kid (Jay Underwood) appeared,
and Jack Larson and Noel Neill
(from The Adventures of Super-
man) guest-starred in an
episode. Although there was talk
of a TV movie, Superboy was
gone after 100 episodes. The
series has not been syndicated
in the United States since.
John Haymes Newton is the Boy of Steel in Superboy.
in the lead role. Stacy Haiduk played Lana Lang, and
other series regulars were Jim Calvert, as Clark's col-
lege roommate and Perry White's son, T. J. White,
and Scott Wells as the young Lex Luthor. The series
centered around Shuster College in Siegelville, a nod
to Superman's creators. Initially signed for thirteen
episodes, the show grabbed top ratings, and was
renewed for a second set of thirteen episodes.
Comic-book characters such as Mr. Mxyzptlk (Michael
J. Pollard) and Ma and Pa Kent (Salome Jens and
Stuart Whitman) appeared, and Jackie Cooper (Perry
White in the films) directed an episode. Superman
comic-book editor Mike Carlin and Justice League
editor Andy Heifer wrote many episodes.
For the second Superboy season in 1989, New-
ton, Wells, and Calvert were dumped. Gerard
Christopher became the new Boy of Steel, while
The Boy of Steel was off the
air for nearly a decade, until the
WB network debuted Warner's Smallville on October
16, 2001. This one-hour live-action drama series fea-
tures the adventures of teenage Clark Kent (Tom
Welling) and Lana Lang (Kristin Kreuk), as well as a
slightly older Lex Luthor (Michael Rosenbaum). The
cast is rounded out by John Schneider as Jonathan
Kent, Annette O'Toole (the adult Lana Lang in Super-
man III) as Martha Kent, Sam Jones III as Clark
Kent's friend Pete Ross, Allison Mack as teen
reporter Chloe Sullivan, and John Glover as the
Machiavellian father, Lionel Luthor. Comic-book
authors Mark Verheiden and Jeph Loeb are on board
the Smallville production team to script episodes and
help oversee the series, but the producers, Alfred
Gough and Miles Miller, have promised "no tights, no
flight," saying that Kent will never fly on the series,
nor wear the well-known Superman costume.
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Although the first Smallville season dealt too
much with kryptonite-created villains — Smallville
had been the site of a kryptonite meteor shower
that killed Lang's parents, drove Luthor bald, and
brought Clark Kent to Earth — the show was still a
hit. The producers changed tactics in the second
season, bringing an edgier set of stories into play
and touching on moments that foretold the future of
Kent and Luthor's relationship; now they are
friends, but eventually they will be bitter enemies.
Kent's powers have begun to develop more, includ-
ing X-ray vision, heat vision, and moments where he
seems to defy gravity. He also learns more about
his origins from the spaceship that brought him to
Earth and the cryptic Dr. Virgil Swann (Christopher
Reeve), and has visited Metropolis. Smallville's
third season in 2003-2004 continued the trend,
beginning with a red-kryptonite-influenced Kent call-
ing himself "Kal" and committing not-so-super acts.
Although he hasn't had Krypto to trail along
since the demise of his animated cartoon, Super-
boy has done pretty well for himself. In fact, com-
bined with his adult adventures as Superman, the
last survivor of Krypton has had more media adven-
tures than any other superhero in history. And as
Smallville has taught its wide audience, for Super-
boy, compared to high school and love triangles,
kryptonite is a breeze. — AM
SupevcWes
Golden Age (1938-1954) and Silver Age
(1956-1969) comic-book writers devoted their
energies to inventing their new superheroes' pow-
ers, weaknesses, supporting casts, and rogues' gal-
leries. In their ambitious pursuit of building charac-
ters and storylines, they left many of their charac-
ters' cities requiring urban development. Super-
heroes' municipalities of those eras bore different
names, but a reader would be hard pressed to find
any diversity between the Golden Age Flash's Key-
stone City and the Silver Age Flash's Central City
other than their heroic occupants. If captions didn't
inform readers that Green Lantern lived in Coast
City or that Hawkman called Midway City home,
most fans wouldn't know the difference. Even
Gotham City, Batman's base of operations, suffered
an identity crisis until the 1970s. This metropolis'
appellation had certainly become legend, being
coined in Batman #4 (Winter 1941), but other than
its allure to garish psychotics, little made Gotham
unique from other superheroes' locales (although it
was home to an usual amount of giant props during
the 1950s).
Then came DC Comics' reinvention of Batman
in the 1970s, when the hero was returned to his
original "creature of the night" reputation. Gotham
City was renovated into a dark and foreboding
megalopolis where misconduct ran rampant. The
site where young Bruce (Batman) Wayne witnessed
the gangland slaying of his parents was christened
Crime Alley, and Arkham Asylum, an institution for
the criminally insane, supplanted the run-of-the-mill
prison that had previously incarcerated Batman's
rogues. Soon, Gotham's very architecture appeared
more ... gothic (from the efforts of talented interior
and cover artists like Neal Adams and Michael Kalu-
ta), with minacious spires, gargoyles, and parapets.
Visionary Anton Furst designed the cinematic
Gotham City for director Tim Burton's film Batman
(1989), blending the urban density of Blade Runner
into the mix and earning an Academy Award for his
efforts. In "No Man's Land" (1999), a multi-chap-
tered story arc serialized throughout DC Comics'
Batman franchise, Batman's turf was leveled by an
earthquake and rebuilt by Metropolis billionaire Lex
Luthor (from the pages of Superman) into a city of
glass, with radiant new skyscrapers juxtaposed
alongside surviving structures from Gotham of old.
Homages to former Bat-artists, writers, and editors
were introduced, including Robert Kane Memorial
Bridge, Cape Carmine (Infantino), and (Jim) Aparo
Park. In the DC continuity of the 2000s, Gotham
City is the home of a host of heroes: joining Bat-
man as Gothamites are Robin, the Huntress, Ora-
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cle, Batgirl, Catwoman, Plastic Man, and even the
private eye Slam Bradley.
If Gotham represents the City of Yesteryear,
then Metropolis is its antithesis: the City of Tomor-
row — but where else would the Man of Tomorrow,
Superman, call home? Even during Superman's ear-
liest appearances in the late 1930s, Metropolis
clearly stood unique among supercities. Artist Joe
Shuster and writer Jerry Siegel, creators of Super-
man, were heavily influenced by filmmaker Fritz
Lang's vision of the future in his film Metropolis
(1927), which they saw as children. The luminous
structures of DC Comics' Metropolis stretched bold-
ly to the heavens, parroting humankind's eternal
reach for improvement, a trait personified in Super-
man himself.
The focal point of Metropolis has always been
the Daily Planet building, home of the newspaper
where Superman is employed in his alter ego of
Clark Kent. During the Silver Age, Kent's home, 344
Clinton Street, apartment 3D, was an occasional
setting; upon returning home from work each
evening, he tossed his hat onto a bust of former
Superman comics editor Mort Weisinger, which he
called "Morty," and kept a few Superman robots
secreted behind a hidden closet partition.
When Superman's history was reworked begin-
ning with the miniseries The Man of Steel (1986),
the twin towers of Luthor's LexCorp became a famil-
iar site, a haunting image in the wake of the real-life
destruction of New York's World Trade Center tow-
ers on September 11, 2001. In 2000, Superman's
foe Brainiac upgraded himself and the city by down-
loading a supervirus into a computerized Metropo-
lis. Today's Metropolis is the technological nucleus
of the DC universe.
The enduring legend of Superman inspired a
real-world city, Metropolis, Illinois, to "adopt" the
Man of Steel as its native son in 1972, a move
sanctioned by DC Comics. In an official ceremony
on January 21 of that year, Carmine Infantino, then
the publisher of DC, ventured to Metropolis and
spoke before a crowd of hundreds of area children
and citizens and representatives from the media.
Infantino introduced "Superman" (as portrayed by
local Baptist minister Rev. Charles Chandler), who
was awarded the key to the city. A theme park, the
Amazing World of Superman, was started but
scrapped halfway through due to a shortage of
funds. In the 2000s, the Metropolis, Illinois, Cham-
ber of Commerce continues to use Superman as its
not-for-profit mascot, and a statue of the Man of
Steel proudly overlooks its town square.
Erected in stark contrast to DC Comics'
Metropolis, Clark Kent's hometown Smallville is a
quaint Midwestern farming community where, in the
good ol' days of the Silver Age, Ma and Pa Kent
operated a general store. In current DC Comics con-
tinuity, Superman often returns to the homestead to
seek advice from his parents on the family farm.
This dichotomy between Superman's two Earth
cities also illustrates the hero's dual personalities:
"Anytown, USA" Smallville represents Kent, the per-
sonification of everyman, while Metropolis symbol-
izes the realization of ideals and dreams, just as
Superman does.
Several other supercities have evolved from
Superman's mythos. The Man of Steel's scientifical-
ly advanced native planet, Krypton, has provided
three splendorous cities with globe-shaped sky-
scraper spires and flying cars, employing an image
of the future originating in the 1930s comic strips
Buck Rogers and Flash Gordon: Kryptonopolis,
birthplace of Kal-EI (Superman's Kryptonian name);
Argo City, which survived the planet's destruction;
and Kandor, which was miniaturized by Brainiac and
held as a trophy in a giant bottle. On at least two
occasions Superman has sought solace in cities
other than Metropolis and Smallville: In Action
Comics #179 (1953), Superman temporarily sets
up shop in the hamlet of Mapleville, which is then
renamed Supermanor, but Supermaw'a surrounding
the hero's residency ultimately makes the Man of
Steel the town's least-liked neighbor; and in Jack
Kirby's The Forever People #1 (1971), Superman's
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encounter with a group of godlike teens lures him to
the remarkable city of Supertown, home of a race of
superpeople, on the planet New Genesis.
DC Comics' Paradise Island (a.k.a. Themysci-
ra), an oasis of lush forests and ancient Greek
architecture, has remained hidden from the rest of
the world for centuries and is the habitat of a race
of physically superior females called the Amazons.
Amazonian Princess Diana bested all challengers in
a competition of warriors for the right to travel to
"Man's World" as Wonder Woman. In the Marvel
universe, there exists at the end of a rainbow bridge
the city of Asgard, the home of the Norse gods.
Asgard is ruled by the all-powerful Odin, whose
sons, the god of thunder Thor and the god of evil
Loki, have respectively assisted and plagued
humankind for many years.
Atlantis, the lost continent of yore, appears in
both DC and Marvel comic books as an undersea
city. DCs Atlantis is protected by a huge dome,
although its populace, at one time governed by the
superhero Aquaman, has adapted to breathing
underwater. Sorcery was introduced to the mythos
of DCs undersea kingdom beginning in the 1980s,
and Garth, once known as Aquaman's sidekick
Aqualad, is now a powerful mystic called Tempest.
Marvel's version of the aquatic civilization is inhabit-
ed by blue-skinned warriors who have often been
led to attack the surface world by their wrathful
ruler, Prince Namorthe Sub-Mariner. These assaults
began in the earliest years of comics' Golden Age,
but the Sub-Mariner, Marvel's first anti-hero, has
grudgingly grown to accept the surface dwellers,
even joining forces with some of Marvel's super-
heroes to fight against common threats.
While a handful of DC Comics superheroes —
the Teen Titans; Green Lanterns Kyle Rayner, John
Stewart, and Guy Gardner; some members of the
Justice Society of America (JSA); and even Wonder
Woman — have called or call New York City home,
the bulk of Marvel's characters reside there. This
concept was fathered in the early 1960s by
writer/editor Stan Lee, who wanted a realistic envi-
ronment for the company's legion of superheroes.
From the humble beginnings of a mere handful of
crusaders like the Fantastic Four (whose headquar-
ters, the Baxter Building skyscraper, is located in
midtown Manhattan), the Mighty Thor, and the
Amazing Spider-Man (although Spidey's alter ego,
Peter Parker, lived in Forest Hills, Queens, when he
was a teen), soon an entire universe of champi-
ons — Daredevil, Iron Man, the Avengers, Captain
America, Doctor Strange, and many, many more —
were peppering the skies and streets of the Big
Apple, though often in distinctive settings that
amounted to mini-cities (Daredevil's Hell's Kitchen,
Doctor Strange's Greenwich Village).
In Marvel's continuity, New Yorkers are usually
portrayed with stark realism — brusque and self-pre-
serving, but able to unite in times of crisis. Marvel's
Manhattan has for more than forty years been a
magnet for mayhem, with alien invaders, destructive
monsters, and lunatic supervillains striking without
notice. Marvels (1996), a celebrated four-issue
miniseries written by Kurt Busiek and painted by
Alex Ross, adroitly retells Marvel Comics' mile-
stones through the eyes of people on the street.
When the terrorist attacks of 9/11 leveled the
World Trade Center and rocked the real world, Mar-
vel addressed this tragedy, as the twin towers also
collapsed in the comics, with Spider-Man, Captain
America, and other superheroes — as well as "aver-
age" New Yorkers — rallying to assist the fallen. Pub-
lishers DC, Image, and Dark Horse also dealt with
this horrific event by releasing several special
comic books, the proceeds from which benefited
the tragedies' victims and their families.
The X-Men operate from the Xavier Institute for
Higher Learning in the wooded confines of West-
chester County, New York, offering these mutants,
held suspect by so many homo sapiens, safe haven
from the bigotries of city dwellers. The Inhumans,
another race of outcast superheroes, first settled
on a North Atlantic island named Attilan before hid-
ing out in the Himalayas, and eventually establish-
ing the lunar colony of New Attilan.
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Supergirl
Another unique supercity is Astro City, from the
award-winning comic-book series of same name cre-
ated by Busiek. Astro City's history is rich with
superpowered friends and felons like the Samaritan
and Jack-in-the-Box. Dark Horse Comics' immodest-
ly named "Comics' Greatest World" consists of four
distinctive environments: Arcadia, an Art
Deco-inspired Mecca for mobsters and the base for
anti-heroes X and Ghost; Steel Harbor, a bombed-
out urban landscape overrun by superthugs, where
Barb Wire and the Machine protect the weak; Gold-
en City, a picture-perfect, gated megalopolis where
superheroine Grace and her agents of change Cata-
lyst inspire the masses; and Cinnabar Flats, the
sparsely populated, southwest desert location of an
interdimensional vortex and a top-secret military
installation — as well as the stomping grounds for
Hero Zero and Division 13. Like Dark Horse's Arca-
dia, DCs Fawcett City is an architectural testament
to Art Deco design. Fawcett City is home to Captain
Marvel, Mary Marvel, and CM3 (formerly known as
Captain Marvel Jr.).
DCs contemporary superheroes continue the
publisher's long-standing tradition of spanning the
continental United States in mostly fictitious bergs. A
2004 survey of DC cities and their superpowered res-
idents includes: Bludhaven (where Batman's prodigal
son, Dick Grayson — the original Robin the Boy Won-
der—fights crime both as a police officer and as the
costumed hero Nightwing); Portsmouth City (home of
Dr. Mid-Nite of the JSA); Star City (home of Green
Arrow); St. Roch, Louisiana (home of Hawkman and
Hawkgirl); Salem Tower, Massachusetts (home of Dr.
Fate); Pittsburgh, Pennsylvania (home of Firestorm,
the Nuclear Man); Bette Noire, the shadowy, some-
what supernatural Gulf Coast home base of Fallen
Angel; and Z'onn Z'orr, Antarctica (home of J'onn
J'onzz, better known as the Martian Manhunter).
Even real-life cities can seem exotic in the New
York-centric comics world; it was big news when
Marvel actually situated a superteam in Los Ange-
les (the Champions, in the 1970s), and just as
novel when the company started a long-running
%0*
West Coast counterpart to its popular Avengers
team in the 1980s. Chicago, America's "Second
City," has played perennial host to the superhero
world's second string, including Marvel's mysterious
Cat and satirical Hawk-Owl and Woody and Jack
Kirby's Ninth Men, with one bona fide star, Erik
Larsen's Savage Dragon, also calling the city home.
Still, fantasy cities remain an essential ingredi-
ent of superhero lore. The mid-1990s Milestone line
centered its multicultural heroes in the fictional Mid-
western metropolis of Dakota, and Alan Moore's ABC
titles have given the made-up supercity a new lease
on life. Tom Strong takes place between the tradi-
tional/technological island of AttabarTeru and the
Utopian town of Victorian skyscrapers, Millennium
City; Top Ten is set in the dizzying sci-fi city of Neopo-
lis, a kind of sprawling superhero ghetto; Greyshirt
and Cobweb confine their adventures to the twilight-
toned, natural-gas-powered Indigo City; and many of
the heroes of the parallel Earth called Terra Obscura
ply their trade in Invertica City, a metropolis built into
a crater in which "everywhere is downtown."
A recurring trend for comics writers has been to
relocate superheroes to actual cities — Barbara Gor-
don (Batgirl, later Oracle) was once a congress-
woman in Washington, D.C., and fought crime there
at night; Green Arrow vacated Star City in the 1980s
and 1990s and aimed for Seattle; at one time the
Justice League of America was headquartered in
Detroit; Wonder Woman temporarily set up digs in
Boston; and for a while Supergirl hung her cape in
Charlotte, North Carolina — in efforts to pique reader
interest with fresh, new environments. Outside of
the sporadic insertion of geographic landmarks,
however, these (and other) real-life locations have
seemed surreal on the comics page. — ME
Supergirl
"It ... uh ... must be an illusion!" stammers Super-
man as he witnesses "a youngster flying, dressed
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Supergirl
in a supercostume," zipping from a crashed space-
ship. It's Supergirl, the cousin of Superman, arriving
on Earth in Action Comics #252 (May 1959). Super-
man discovers that this ebullient, golden-haired
teen is Kara, a survivor from his homeworld of Kryp-
ton. When the planet exploded years ago — the hor-
rific event that led to baby Superman being sent to
Earth — the entire megalopolis of Argo City survived,
hurled from the explosion and existing on a chunk
of planetary debris. As a meteor shower decimates
the floating city and its populace, scientist Zor-EI —
brother of Jor-EI, Superman's biological father —
rockets his daughter Kara to Earth to join her
cousin. Given the tragedy from which she has just
emerged, Supergirl's giddiness seems rather cal-
lous as she soars about in a blue-skirted version of
Superman's uniform, but this was a time of inno-
cence for publisher DC Comics' characters.
Superman concealed Kara's existence from the
world, covertly instructing Supergirl on how to use
her powers (slightly weaker versions of his own).
Disguising herself with a brunette wig and taking
the Earth name Linda Lee, Supergirl resided at an
orphanage in the hamlet of Midvale, eventually
being adopted by the Danvers family. After almost
three years (in real time) of laboring in the shadows
as her cousin's secret weapon, Supergirl was intro-
duced to the world by Superman in a televised tick-
er-tape parade in Action #285 (February 1962).
Throughout the 1960s, Supergirl starred as
the backup strip in Action Comics, sometimes
cover-featured as a guest star to her top-tiered
cousin. Unmistakably, the character was created
as an attraction for young girl readers, and while
most boys reading comics shunned DCs Wonder
Woman title, they read Supergirl's stories since
they shared space in Action with the immensely
popular Man of Steel. Supergirl soon had her own
supporting cast — Linda Lee Danvers' boyfriend
Dick Malveme, her adopted parents, Streaky the
Super-Cat, and Comet the Super-Horse, plus the
thirtieth century's Legion of Super-Heroes, particu-
larly member Brainiac 5, who carried a torch for the
SUPERGIRL uncovers
WM21 feu
.■><
IN A
SURPRISE FEATURE!!
Supergirl #3 © 1973 DC Comics.
COVER ART BY BOB OKSNER.
Girl of Steel — but the super-cousin herself never
quite evolved past second-banana status. Her
Action stories were lighthearted fluff, generally
dealing with teen-age heartache or a campus-
based mystery. In June 1969, Supergirl assumed
the lead spot in Adventure Comics, but despite fre-
quent costume changes (including a hot pants
ensemble she donned for most of the 1970s) and
two attempts at headlining her own title, it became
obvious to readers that she had never really devel-
oped her own personality. Still, publisher DC
Comics kept the character in print in one fashion or
another, trading on her licensing potential through
a variety of dolls, pencil cases, purses, and other
products targeting young girls.
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Superhero Cartoon Shows
In the early to mid-1980s, Supergirl, having
shed her hot pants for a skirt and a headband right
out of singer Olivia Newton-John's "Physical" music
video, was headed for the big time — and for disas-
ter. Writer Marv Wolfman, while pitching to DC his
twelve-issue comic-book opus Crisis on Infinite
Earths, suggested that Supergirl be killed to give
more emotional resonance to this continuity-reshap-
ing series. Editorial director Dick Giordano agreed,
calling Supergirl "Superman with boobs." The com-
pany's other executives hesitated, as Supergirl was
about to star in a summer 1984 movie from the pro-
ducers of the first three Superman movies. The the-
atrical Supergirl, featuring Helen Slater in a charm-
ing title performance with Faye Dunaway hamming it
up as a campy witch antagonist, tanked at the box
office, and the decree was made: Supergirl would
die. And she did so in Crisis #7 (October 1985),
valiantly sacrificing herself to save other heroes. By
the end of the Crisis series, the Girl of Steel had
been removed from the rewritten DC mythology.
In 1986, author/artist John Byrne revamped
the Superman legend in his six-issue Man of Steel
series, and by 1988, a new Supergirl was intro-
duced. Created from protoplasm in an alternate
reality known as the "pocket universe," Supergirl,
originally called "Matrix," ventured to Metropolis to
recruit Superman's aid in overcoming a menace
from back home. Making Earth her adopted planet,
the new Supergirl's career has been fraught with
change. After merging her body with that of the
dying Linda Danvers, she upped the super-ante by
becoming an angel with fiery wings before morphing
yet again, experiencing a makeover into a cutesy
blonde with a bare midriff and lace-up boots.
In late 2002, DC Comics came full circle when
Supergirl encountered a youngster, flying, dressed
in a supercostume, zipping from a crashed space-
ship, just as Superman had done in 1959. This was
the Kryptonian Supergirl Kara, the cousin of Super-
man and a survivor of Argo City — but from a parallel
universe, to which she soon returned. Beginning in
the pages of Superman: The 10-Cent Adventure
Dflfi
(2003), yet another Supergirl — a buxom babe in a
black swimsuit and blue, flowing cape — entered DC
continuity, claiming to be the daughter of Super-
man. These continual changes illustrate what's
right and wrong with the twenty-first-century Super-
man franchise: While it's exciting to see new spins
on classic themes, frequent reinventions make the
continuity so confusing that it is inaccessible for
the casual or new reader. That may be why, in early
2004, DC brought back a contemporary version of
the "real" Kara Zor-EI, best known to the general
public and best loved by longtime fans, in issue #8
of the hit Superman/Batman series. — ME
Superhero
Cartoon Shows
Animation has been a staple of television almost
since the medium's inception, although super-
heroes were not quick to catch on. Early cartoons —
relegated mostly to Saturday mornings or after-
school timeslots — were generally repeats of theatri-
cal comedy shorts strung together into half-hour
blocks. Early examples of superhero cartoons
included all funny-animal characters such as The
Mighty Mouse Playhouse (1955-1966), the Bob
Kane-created Courageous Cat and Minute Mouse
(1960), shoe-shine boy turned superhero Underdog
(1964-1973), and insect and rodent heroes The
Atom Ant/Secret Squirrel Show (1965-1968).
1965 saw the debut of the first two animated
superheroes who were played for adventure instead of
comedy. The Eighth Man (syndicated, 1965) was a
Japanese import show about an android crime fighter,
while Grantray-Lawrence's The Marvel Super-Heroes
(syndicated, 1965) featured five days of superhero
programming (Captain America, The Incredible Hulk,
Iron Man, Mighty Thor, and Sub-Mariner).
New heroes were created for American televi-
sion in 1966. Frankenstein Jr. and the Impossibles
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Superhero Cartoon Shows
The animated show Iron Man.
(CBS, 1966-1968) featured a trio of rock-and-rolling
crime fighters known as Fluid Man, Multi-Man, and
Coil Man. CBS's Space Ghost and Dino Boy (CBS,
1966-1968) gave top billing to a space-bound
crime fighter with powerful gauntlets. The Super Six
(NBC, 1966-1969) starred heroes defined by their
names: Granite Man, Super Scuba, Elevator Man,
Magnet Man, and Captain Whammy. Ralph Bakshi's
The Mighty Heroes (CBS, 1966-1967) were an odd
quintet named Diaper Man, Cuckoo Man, Rope
Man, Strong Man, and Tornado Man.
1967 was a banner year for animated heroes.
Batfink (syndicated, 1967) was a parody of a cer-
tain other Bat-hero, and was accompanied by side-
kick Karate. Birdman and the Galaxy Trio (NBC,
1967-1968) featured stories with Birdman, Bird-
boy, and their pet eagle Avenger as they fought
crime, while Vapor Man, Galaxy Girl, and Meteor
Man were the trio of the title. Galaxy Girl shared
with Invisible Girl of Hanna-Barbera's The Fantastic
Four (ABC, 1967-1970) and Mera of Filmation's
The Superman-Aquaman Hour of Adventure (CBS,
1967-1968) the title of the first animated super-
heroines. Grantray-Lawrence again checked in with
an ultra-popular Spiderman series (ABC,
1967-1970), while Super President (NBC,
1967-1968) saw the country led by a crime-fighting
Commander in Chief.
The following several years debuted few new
hero shows, largely because the others were popu-
lar enough to go to second or third seasons. Filma-
tion's The Batman/Superman Hour (CBS,
1968-1969), Aquaman (CBS, 1968-1969), and
The Adventures of Batman (CBS, 1969-1970) were
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Superhero Cartoon Shows
extensions of previous shows. In 1973, Hanna-Bar-
bera teamed several of DC Comics' top heroes
together as Super Friends (ABC, 1973-1977), while
police janitor turned kungfu hero Hong Kong
Phooey (ABC, 1974-1976) rode to crime sites in
his Phooeymobile. Old heroes got a new life in The
Space Ghost/Frankenstein Jr. Show (NBC,
1976-1977), and comedy dog hero Dynomutt
joined with Blue Falcon to fight crime in The Scooby-
Doo/ Dynomutt Hour (ABC, 1976-1977).
1977 saw the format of Super Friends altered
for The All-New Super Friends Hour (ABC,
1977-1978), while Batman played double duty,
also starring in Filmation's The New Adventures of
Batman (CBS, 1977) and later The Batman/Tarzan
Adventure Hour (CBS, 1977-1978). The following
year, the show was changed to Tarzan and the
Super 7 (CBS, 1978-1980), and several superhero
elements were added: Freedom Force featured Isis,
Hercules, Merlin, Super Samurai, and Sinbad; Web
Woman featured a heroine given spider powers and
accompanied on her adventures by an alien pet
named Spinner; Manta and Moray showcased the
last survivor of an underwater civilization and his
girlfriend; and Super Stretch and Microwoman fea-
tured African Americans Chris and Christy Cross
who could shrink and stretch to fight crime.
Rumored legal trouble from both DC and Marvel led
to few episodes (and fewer reruns) of the latter
three series.
1978 also saw Dynomutt, Dog Wonder (ABC,
1978), another new title for Hanna-Barbera's Chal-
lenge of the Super Friends (ABC, 1978-1979), and
a trio of familiar Marvel heroes — plus a clownish
robot sidekick — in The New Fantastic Four (NBC,
1978-1979). The following year was a banner year
for heroes, though several of them were comedy ori-
ented. The Super Globetrotters (NBC, 1979-1980)
refashioned the basketball-playing Harlem Globe-
trotters into the superheroes Multi-Man, Sphere
Man, Gizmo Man, Spaghetti Man, and Fluid Man.
The Plastic Man Comedy-Adventure Show (ABC,
1979-1980) featured the Quality/DC stretchable
character, as well as a segment called Mighty Man
and Yukk featuring a tiny hero and the world's ugli-
est dog fighting crime. Hanna-Barbera debuted a
new series called Fred and Barney Meet the Thing
(NBC, 1979), teaming characters from The Flint-
stones with one member of the Fantastic Four.
Another Marvel character made her debut in
Depatie-Freleng's Spider-Woman (ABC,
1979-1980), and the DC superteam got another
new incarnation with The World's Greatest Super
Friends (ABC, 1979-1980).
Format changes resulted in more name
changes for older series in 1980: The Super
Friends Hour (ABC, 1980-1981), Batman and the
Super 7 (NBC, 1980-1981), and The Plastic
Man/Baby Plas Super Comedy (ABC, 1980-1981).
Hanna-Barbera mixed monsters and teens to
become the superheroes Drak, Frankie, and Howler
and pitted them against Dr. Dred and O.G.R.E. in
Drak Pack (CBS, 1980-1982). The following season
saw the return of Space Ghost in Space Stars
(NBC, 1981-1982), and another name change for
The Super Friends (ABC, 1981-1984). Marvel's
web-spinning hero appeared on the network show
Spider-Man and His Amazing Friends (NBC,
1981-1982) and in a syndicated solo version
called simply Spider-Man (1981-1982). Prescott-
Scheimer's Kid Super-Power Hour with Shazam!
(NBC, 1981-1982) featured animated adventures
with the Fawcett/DC Marvel Family (Captain Marvel,
Mary Marvel, Captain Marvel Jr.), as well as adven-
tures of the teen heroes who attended Hero High
(Captain California, Gorgeous Gal, Dirty Trixie, Misty
Magic, Rex Ruthless, Weatherman, and Punk Rock).
The following several years mainly featured
name and format changes for a few continuing
series: The Incredible Hulk and The Amazing Spider-
Man (NBC, 1982-1983), which added a half-hour
Hulk component; The Amazing Spider-Man and the
Incredible Hulk (NBC, 1983-1984); and Super
Friends — The Legendary Super Powers Show (ABC,
1984-1985). A British comic strip was brought to
the United States with Bananaman (Nickelodeon,
uflfi>
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Superhero Cartoon Shows
1985-1987), in which a banana-eating wimp
becomes a superhero. That year also saw the final
name change and final incarnation for Hanna-Bar-
bera's venerable Super Friends with The Superpow-
ers Team: Galactic Guardians (ABC, 1985-1986).
Defenders of the Earth (syndicated, 1986-1987)
featured King Features' comic-strip heroes the Phan-
tom, Flash Gordon, Mandrake the Magician, and
Lothar as they protected Earth's future from Ming the
Merciless. A family of bionic-powered heroes fought
Dr. Scarab in Bionic Six (syndicated, 1987). An old
heroic mouse reappeared for funny — and sometimes
controversial — new stories with Mighty Mouse: The
New Adventures (CBS, 1987-1989), while comic-
dom's hero supreme reappeared in a new Ruby-
Spears series with Superman (CBS, 1988-1989).
The universe's cuddliest hero arrived in the form of a
superpowered teddy bear, set to battle Skeleton, Bulk,
and Texas Pete in The Further Adventures of Super-
Ted (syndicated, 1988-1989).
As the 1990s began, superheroes had all but
disappeared from the airwaves, though that would
soon change. Environmental heroes faced villainous
polluters and strip miners in Captain Planet and the
Planeteers (syndicated, 1990-1995), while Disney
produced its first hero cartoon with the adventurer
known as Darkwing Duck (Disney Channel and ABC,
1991-1995), who protected the city of St. Canard
from evildoers. Musician M. C. Hammer donned
magic shoes to become a superhero in Hammer-
man (ABC, 1991-1992), but by the following year,
weird heroes were in vogue. DIC produced a short-
lived Swamp Thing cartoon (Fox, 1991), while
bizarre and deformed Troma movie creations Toxic
Crusader (toned down from Toxic Avenger), double-
craniumed Headbasher, Junkyard, and No Zone
fought against evil polluters and mutants such as
Zarzoza from the planet Smogula, Bonehead, Psy-
cho, and Dr. Killemoff in Toxic Crusaders (syndicat-
ed, 1991-1992). The following year, two excellent
comic-book adaptations began their long runs on
Fox: Batman: The Animated Series (1992-1994)
and X-Men (1992-1997).
1994 was the biggest year for superheroes in
history with eight new series debuting, and one
going through a name change: The Adventures of
Batman & Robin (Fox, 1994-1997). Marvel's web-
spinner debuted with a brand new show in Spider-
Man (Fox, 1994-1998), while New England Comics'
big blue hero arrived in The Tick (Fox, 1994-1997),
and Image saw representation with both Jim Lee's
WildC.A.T.S (CBS, 1994-1995) and The Maxx on
MTV Oddities (MTV, 1994-1995). Two Marvel series
were combined for The Marvel Action Hour (syndi-
cated, 1994-1996), with Fantastic Four and Iron
Man sharing the screen. Animation met live-action
in the wacky talk show Space Ghost Coast to Coast
(Cartoon Network, 1994-2003), and a purple-clad
King Features hero saw more futuristic adventuring
against environmental villains in Phantom 2040
(syndicated, 1994-1996).
Several more comic book properties reached
TV screens in 1995, with DIC's production of Mal-
ibu's UltraForce (syndicated, 1995-1996), Image's
Savage Dragon (USA Network, 1995-1997), and
Dark Horse's movie spin-off The Mask (CBS and
syndicated, 1995-1997). Also on tap were the zany
antics of a computer geek turned rubber-boned
superhero in Steven Spielberg Presents Freakazoidl
(WB, 1995-1996). Superhero action figures came
to life in the Kablam! segment Action League Now!!!
(Nickelodeon, 1996-1999), with short segments
featuring the Flesh, Stinky Diver, Thundergirl, the
Chief, and Melt Man. The following year DC pro-
duced the critically acclaimed Superman (WB,
1996-1997) and Marvel's green-skinned Goliath
returned in The Incredible Hulk(\JPU, 1996-1997).
Both series changed titles and gained fellow heroes
the next season, with The New Batman/Superman
Adventures (WB, 1997-1998) and The Incredible
Hulk and She-Hulk (UPN, 1997-1998). Aimed
squarely at mature audiences, Todd McFarlane's
Spawn also debuted in latenight timeslots (HBO,
1997-1999).
In 1998, Marvel's angst-ridden space hero
debuted with The Silver Surfer {Fox, 1998-1999),
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Superhero Confidants
and a trio of cute girl heroines debuted with their
own series (though two earlier cartoons had aired in
1995 and 1996). Bubbles, Buttercup, and Blossom
are The Powerpuff Girls (Cartoon Network,
1998-present) and they fight such enemies as evil
monkey Mojo Jojo, Fuzzy Lumpkins, Princess More-
bucks, and others. The following year, a futuristic
relaunch of Marvel's top hero tanked in the ratings
with Spider-Man Unlimited (Fox, 1999), while a futur-
istic version of DCs dark hero soared with Batman
Beyond (WB, 1999-2002). Even cute and addictive
kids series Spongebob Squarepants (Nickelodeon,
1999-present) got into the hero business with
undersea crime-fighters Barnacle Boy and Mermaid
Man appearing as Spongebob's favorite TV heroes.
An old Hanna-Barbera hero was revived for the
bizarrely funny Harvey Birdman, Attorney at Law (Car-
toon Network, 2000-present), in which the ex-hero
took on legal cases from other cartoon characters.
Milestone's African American teen hero Static
debuted in his own series called Static Shock (WB,
2000-present), while Marvel's popular mutants were
revived in X-Men: Evolution (WB, 2000-present). Bat-
man Beyond spun off a fugitive hero character into its
own series with The Zeta Project (WB, 2001-2002),
while DCs top heroes reunited for a well-received Jus-
tice League (Cartoon Network, 2001-present), which
aired in both widescreen and full-frame formats. Ren
& Stimpy creator John Kricfalusi created The Ripping
Friends (Fox and Cartoon Network, 2001-2002), a
quartet of strange musclebound heroes — Rip, Slag,
Crag, and Chunk — who "ripped" criminals ranging
from wormy Flathead and egg-stealing Ovulatorto sen-
tient wads of chewing gum. The series proved too odd
for Saturday mornings. And speaking of odd, The Fair-
ly Oddparents (Nickelodeon, 2001-present) features
Timmy, a boy whose wishes can bring his favorite
comic-book heroes to life, including Crimson Chin
(voiced by Jay Leno) and Cleft the Boy Chin Wonder,
as well as Crash Nebula. Timmy also becomes Turbo
Timmy in one episode.
In 2002, Disney produced a show in which
young kids become the superheroes Captain Cran-
*flt*
dall, Skate Lad, and Rope Girl in Teamo Supremo
(ABC and Toon Disney, 2002-present), fighting vil-
lains such as Baron Blitz, Mr. Inflato, the Sinister
Stylist, and the Birthday Bandit. An anime-inspired
version of Teen Titans (Cartoon Network, 2003-pre-
sent) debuted, with the teen heroes opposing the
Fearsome Five, Terminator, Trident, and others. On
the adult front, Pamela Anderson's Stripperella (TNT
and Spike, 2003-present) doffed clothes and bat-
tled villains, and Spider-Man returned (MTV, 2003)
for a set of computer-animated adventures based
on the feature film.
Besides the clearly superhero-related series,
many animated shows feature adventurers, fantasy
heroes, or space characters who don't quite fit the
superhero mold: Boys are represented by Marine
Boy, Jonny Quest, Gl Joe, Masters of the Universe,
Flash Gordon, Buzz Lightyear of Star Command, and
Men in Black; girls have such heroines as Jem, She-
Ra: Princess of Power, and Aeon Flux. As the above
history shows, while the twenty-first century moves
forward and computer-generated animation
becomes more commonplace, superhero cartoon
shows will remain an integral part of the television
landscape. — AM
Superhero
Confidants
Confidentiality and superpowers are usually bedfel-
lows — superheroes' identities are called "secret,"
after all — requiring the superhero to solve personal
crises alone, with no one to talk to. But not all
superheroes are doomed to this solitary fate. Walk-
ing in and out of the lives of superheroes, lending
their sympathetic ears, have been sidekicks (includ-
ing Captain America's Bucky, Green Arrow's Speedy,
and Plastic Man's Woozy Winks), significant others
(like the Elongated Man's spouse Sue and the Fan-
tastic Four's husband/wife duo Mr. Fantastic and the
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Superhero Confidants
Invisible Woman), super friends (Kitty Pryde of the X-
Men touched embittered Wolverine's heart, and the
Justice League's Blue Beetle and Booster Gold are
the best of "buds"), godlike guardians (the Keeper
spectrally watches over Kid Eternity, and Thor
answers to his all-knowing father, Odin), kindly rela-
tives (Billy Batson — Captain Marvel — talks to both
his sister Mary and his Uncle Dudley), and stereo-
typed ethnic companions (the Lone Ranger's Tonto,
the Green Hornet's Kato, Captain Aero's Chop Suey,
and Green Lantern's Pieface, among others).
Some confidants have become crucial to their
superheroes' mythology. The character who defined
the genre — Superman — may have lost his Krypton-
ian birth parents when his home planet exploded,
but is adopted on Earth by "Ma and Pa" (Martha
and Jonathan) Kent, who eagerly offer him their wis-
dom. In Superman's 1938 origin, the Kents instruct
the young extraterrestrial to conceal his super-
strength while in his guise of Clark Kent, and to
wisely channel his might: Ma Kent advises, "...
when the proper time comes, you must use it to
assist humanity." This sentiment is echoed in direc-
tor Richard Donner's Superman: The Movie (1978),
when actor Glenn Ford as Pa Kent assures teenage
Clark (Jeff East), "You are here for a reason." When
Superboy ("The Adventures of Superman When He
Was a Boy") was retrofitted into Superman continu-
ity in 1945, Ma and Pa Kent appeared as support-
ing cast members, helping their teenage son help
conceal his identity from nosy next-door neighbor
Lana Lang. The Kents eventually passed away, trig-
gering Clark's move from Smallville to Metropolis to
become Superman. When the Superman mythos
was rebooted with the miniseries The Man of Steel
(1986), Superboy was eliminated but Ma and Pa
Kent remained alive, specifically to mentor their
adult super-son. In the 2000s, Superman frequently
soars home to seek advice from his parents.
Lang was also altered as a result of The Man
of Steel: As Clark Kent's high-school sweetheart,
she anticipates marrying him after graduation. He
takes her into his deepest confidence and reveals
to her his superpowers, then leaves her behind to
pursue his career as Superman. Lang's love for
Kent remains unrequited. She weds classmate Pete
Ross, who later becomes the U.S. vice president,
but eventually separates from him and moves to
Metropolis, presumably to be closer to Kent.
On television's live-action The Adventures of
Superman (1953-1957), the public believes that
the Man of Steel's confidant is Daily Planet reporter
Clark Kent, the perception being that Kent can con-
tact the Man of Steel during crises. In the DC comic
books of the Silver Age (1956-1969), cub reporter
Jimmy Olsen is Superman's "pal." The Man of Steel
entrusts young Olsen with kryptonite, alien
weapons, and interplanetary artifacts, but never
reveals his Kent identity to the lad for his own pro-
tection against criminals who might harm him for
that information. The Silver Age Superman and Bat-
man share many secrets, including knowledge of
their dual identities and access to their private
headquarters, the Fortress of Solitude and the Bat-
cave, respectively. Superman's most unusual Silver
Age confidant is President John F. Kennedy, who
actually fills in for Kent on an occasion when Super-
man and his alter ego must appear simultaneously.
"Lois, for the past few years I've lived a double
life," confesses Kent to the woman he loves, Lois
Lane, in Action Comics #662 (1991). Five years
later, Kent and Lane become husband and wife.
Mrs. Kent assists her husband in grappling with the
enormous responsibilities of being the planet's pre-
mier superhero.
Batman, emotionally scarred since childhood
after witnessing the brutal slayings of his parents,
is a more introverted character than Superman. For
the first year of his career, beginning in 1939, Bat-
man is wanted by the Gotham City police and lives
alone as millionaire Bruce Wayne. When his ward
Dick Grayson (Robin the Boy Wonder) enters his life
in 1940, the lad's joie de vivre permits some sun-
shine to seep into the Dark Knight's dour existence,
yet Batman keeps his feelings at arm's length from
his junior partner. In the 1980s, Batman's obses-
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Superhero Confidants
sion divides the Dynamic Duo, but they ultimately
reconcile when Wayne confesses that he regards
Grayson as his son.
Once Alfred Pennyworth — better known as
"Alfred the Butler"— joins the Wayne household in
1943 as a gentleman's gentleman and stumbles
across his employer's dual identity, Wayne is forced
to accept Alfred into his inner circle. Over the
decades, Alfred undergoes a gradual transformation
from a superhero's valet — dusting the Batcave and
laundering tights and cowls — to Wayne's guardian
angel. Alfred reminds his resolute boss of his
engagements, ensures that he eats and sleeps,
and nurses his wounds, both physical and emotion-
al. Wayne may consider Grayson his son, but pri-
vately admits that Alfred is his "father."
While Batman's inhospitality may be unpalat-
able among his teammates in the Justice League of
America, one man has called the Dark Knight
"friend": Gotham City police Commissioner James
Gordon. They meet as adversaries, however, in Bat-
man's very first appearance, when Gordon orders
his officers to fire at the shadowy vigilante, a scene
replayed over the decades in revisions of Batman's
history, including Frank Miller and David Mazzuc-
chelli's "Batman: Year One" (1987) and Tim Bur-
ton's motion picture Batman (1989). Over time, Gor-
don realizes that Batman and he are playing on the
same team. From the 1940s through the 1960s,
Commissioner Gordon views Batman as his (dark)
knight in shining armor, using the Bat-signal to sum-
mon the hero when needed — a dependency played
for laughs on TV's campy Batman series
(1966-1968), in which it seems that Gordon's inept
police force can handle no threat without the aid of
Batman and Robin. During Batman's 1970s return
to his ominous roots, Gordon and Batman are
allies, with the commissioner often spooked when
the Caped Crusader stealthily steps out of the
shadows into his office. As Batman's stories grew
even grittier beginning in the mid-1980s, the rap-
port between he and Gordon became strained, but
they maintain a mutual respect that continues in
the 2000s, despite Gordon's retirement.
Gordon's daughter, former Batgirl Barbara Gor-
don — known among the superheroes of the DC uni-
verse as the mysterious information broker Ora-
cle — is often a voice of reason or friendship to the
street operatives who use her services, including
Black Canary, the Huntress, the new Batgirl, and
Nightwing. Oracle's uncanny fluency as a hacker
makes her privy to virtually any data stored in com-
puter networks, and thus she knows or has discov-
ered the secret identities of many of DCs heroes.
While she routinely offers counsel, the austere, self-
reliant Oracle seeks information, not advice, from
others. For most of her Bargirl career, she kept her
costumed guise a secret from Commissioner Gor-
don (although he deduced the truth), and in the
2000s she similarly shields her covert Oracle activi-
ties from her father.
For years, lawyer Matt Murdock — Marvel
Comics' blind superhero, Daredevil — shoulders the
burden of his dual identity alone, but once his law
partner Foggy Nelson discovers the truth, Murdock
gains a trusted confidant. Daredevil has divulged
his alter ego to three former girlfriends: The Black
Widow guards his confidence, but an addled Karen
Page sold Murdock's secret identity for drugs, and
his college sweetheart — the assassin-for-hire Elek-
tra — tried to kill him. Throughout his one-man cru-
sade against New York City crime, Daredevil fre-
quently crosses paths with the amazing Spider-
Man. The two are now staunch allies and some-
times talk heart-to-heart on rooftops.
Two other confidants are snared within Spider-
Man's personal web. Mary Jane Watson, wife of the
hero's alter ego Peter Parker, dated Parker for years
before walking down the aisle with him. The
demands of her career as a model and his moon-
lighting as a crime fighter lead to their separation,
but as of 2004 they remain romantically attached.
Parker's sickly Aunt May doted on him during his
adolescence, with the teen living in perpetual fear
of his Spider-Man identity being exposed to her. His
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worst nightmare nearly comes true in the landmark
The Amazing Spider-Man #39 (1966), when the
insidious Green Goblin unearths Spidey's true iden-
tity and attacks Parker where he is most vulnera-
ble — outside of his home, with Aunt May inside!
Years later (in 2001), Aunt May inadvertently discov-
ers her nephew's dual identity when she finds him
in bed, bloodied and bruised from a supervillain tus-
sle, a tattered Spider-Man uniform by his side. Aunt
May surprises Parker by supporting his superhero
career. — ME
Superhero
Creators
Superheroes as diverse as Wonder Woman and
Spawn share one characteristic: They were originally
conceived by a spark of an artist's or writer's imagi-
nation. Each of the costumed characters unveiled
since the debut of Superman in Action Comics #1
(June 1938) has his or her own story of evolution,
with innovative folk behind the scenes who thought,
hoped, and dreamed that their creation would be
the next Man of Steel.
To the superhero and comic-book aficionado,
names like Jack Kirby and John Byrne are as impor-
tant as Clark Kent and Peter Parker. A complete sur-
vey of the individuals who have produced the adven-
tures of the superheroes chronicled in this volume
is too extensive to include, but some creators' lega-
cies are so embedded in superhero history that
they must be mentioned.
(There are numerous legendary comics artists
and authors who have not, or have rarely, produced
superhero work. So as not to diverge from the focus
of this encyclopedia, industry legends such as Alex
Raymond, Harvey Kurtzman, Bernie Krigstein, Jack
Davis, Frank Frazetta, Hal Foster, Al Williamson,
George Evans, Carl Barks, Joe Orlando, John Sev-
erin, Russ Heath, Robert Crumb, Richard and
Wendy Pini, Harlan Ellison, and Dave Sim are not
discussed, but are acknowledged here for their
superlative contributions.)
GOLPZNAGe OFCOMTCS
cma-1954)
The Golden Age of superhero comics was an
era of assembly-line production. Publishers shoved
hordes of young, enthusiastic artists into sweat-
shops and pressured them to produce, produce,
produce, with ambitious businessmen like Harry "A"
Chesler, Malcolm Wheeler-Nicholson, Charles Biro,
Martin Goodman, and "Busy" Arnold always looking
over their shoulders. Most of the stories printed
during the Golden Age were crude, but some writers
and artists emerged as talented draftsmen, pio-
neering visionaries, or, in a few cases, both. During
their day, however, they were largely ignored by the
public who devoured their work.
"In 1940, comic-book artists, if they were
regarded at all, were not [well] regarded," said car-
toonist Will Eisner. Eisner's The Spirit appeared not
in traditional comic books, but in the newspapers
as a comic supplement, from 1940 to 1952.
"Comics before (The Spirit) were pretty much pic-
tures in sequence, and I was trying to create an art
form," Eisner once commented. And that he did:
With his dramatic storytelling, contrasting lights and
darks, and ingenious splash pages (which often
incorporated the Spirit's name as an artistic ele-
ment), Eisner raised the bar for other illustrators.
Beyond The Spirit, Eisner has contributed to main-
stream comics (including Quality's Uncle Sam), illus-
trated numerous graphic novels, and authored a
tome many comics professionals regard as the
industry's premier textbook: Comics & Sequential
Art. Eisner is the patron saint of comics profession-
als — the industry's top awards, presented annually
at the San Diego Comic-Con, bear his name.
Writer Jerry Siegel and artist Joe Shuster, high-
school buddies from Cleveland, Ohio, created
Superman in the early 1930s, first as an illustrated
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Superhero Creators
prose story, then as a proposed newspaper strip.
They had such faith in their concept, they ambitious-
ly promoted their creation as "The Smash Hit Strip
of 1936," but the syndicates rejected the series. In
1938 their hero finally saw print in a DC Comics
start-up title called Action Comics, and the rest, to
borrow a cliche, is history. Siegel and Shuster sold
DC the rights to Superman for a reported $130, but
in subsequent decades they, and their heirs, have
contested copyright ownership in court.
Illustrator Bob Kane commanded more busi-
ness savvy than did Siegel and Shuster: Kane bro-
kered a deal to be listed as the sole credited cre-
ator of Batman, first published in Detective Comics
#27 (May 1939). Historians have long contested
Kane's claim, as writer Bill Finger was the artist's
partner and contributed much to Batman's canon.
Along with Finger, artist Jerry Robinson worked
under Kane's wing and eventually assumed a larger
profile as a Batman illustrator. Robinson once said
of Finger, "Unlike most of the writers in the early
comic-book industry, Finger wrote very visually. His
stories were well-plotted and paced." The controver-
sy of Batman's authorship aside, Kane was largely
responsible for the look of the series: "I wanted my
style a little cartoony," he said, "a cross between
Dick Tracy and illustration." Kane's studio, which
included stalwarts Dick Sprang and Jack Burnley,
continued to produce Batman stories, with and with-
out Kane's participation, well into the 1960s.
Charles Clarence "C. C." Beck was in his mid-
twenties when he was hired as a house artist by Faw-
cett Publications in the late 1930s. Beck was paid a
biweekly wage of $55 to crank out cartoons and spot
illustrations for Fawcett's magazines. When his
employer entered the comic-book business, Beck
was tapped to draw their new Captain Marvel series
that premiered in Whiz Comics #2 (1940). His clean,
simple style helped make Captain Marvel the best-
selling superhero of the Golden Age. In the 1950s
the character was sued off the stands by DC Comics,
but Beck ultimately returned to Captain Marvel in the
1970s when DC revived the hero in the title Shazam!
ufl*
Cartoonist Jack Cole had been in the comics
trenches for a while before bouncing to prominence
with his creation, Plastic Man, in Police Comics #1
(1941). Cole's art was a wild blend of comedy and
drama: His storytelling was impeccable, his splash-
es rivaled Eisner's, and he used his malleable
hero's stretching ability to lead the reader's eye
from panel to panel. Chagrined by the lack of
respect afforded comic-book artists, Cole, in the
1950s, became an acclaimed artist for Playboy
magazine and realized his dream of launching a
syndicated newspaper strip, Betsy and Me. At the
pinnacle of his success, Cole took his own life, a
suicide that his surviving family members still find
puzzling decades later.
Joe Simon was a multi-talented gent: He wrote
and drew comics, but through his editorial position
at Fox Comics he met and partnered with Jacob
Kurtzberg, better known as Jack Kirby. Kirby was a
street-smart kid who grew up in New York's rough-
and-tumble Lower East Side during the Great
Depression. Simon and Kirby formed comics' most
celebrated writer/artist team of the Golden Age.
Together, they produced Fawcett's Captain Marvel
Adventures #1 (1941) and a variety of strips for DC
Comics, but in 1941 struck gold (for the publisher,
alas, not for themselves) with Timely (Marvel)
Comics' Captain America. As a team, Simon and
Kirby pioneered new ground with a host of horror,
Western, and other titles — they even co-created the
romance-comics genre — until parting ways in the
late 1950s. Simon went on to invent Brother Power
the Geek and Prez for DC, while Kirby became
"King" as the visual architect of the Marvel Age of
Comics in the 1960s: Kirby co-created the Fantastic
Four, the Incredible Hulk, the X-Men, Thor, and many
other characters with Stan Lee. In the 1970s Kirby
created the vast "Fourth World" for DC Comics in
series including The New Gods, but never complet-
ed his epics due to the titles' cancellations — "It's
an unfinished symphony," observed Kirby's protege
Mark Evanier. Kirby later returned to Marvel, then
illustrated independent comics, animation model
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sheets, and toy designs. Simon and Kirby's lives
during the Golden Age inspired author Michael
Chabon's Pulitizer Prize-winning novel The Amazing
Adventures of Kavalier & Clay. In the 2000s Kirby's
work is examined in the quarterly fanzine The Jack
Kirby Collector from TwoMorrows Publishing.
Alex Toth, a cutting-edge illustrator who
emerged during the late Golden Age, ignited the
comics page in the 1950s and beyond with experi-
mental art techniques that challenged his contem-
poraries. Toth has always been intensely committed
to his craft: "I respond to honesty of skill, motive,
talent, and preparation," he once said. Toth's super-
hero work was sporadic in later decades, but when
it occurred, it was highly lauded, including his
Atom/Flash team-up in The Brave and the Bold #53
(1964). Toth was also the designer behind three
popular animated TV series: Hanna-Barbera's origi-
nal Space Ghost, Fantastic Four, and Super Friends.
Other Golden Age greats include Lou Fine (Doll
Man, the Ray, Black Condor), who learned to draw
while bedridden with polio as a teen; Tarpe Mills, a
rarity for the era, a female comics artist (of the char-
acter that's arguably the first major superheroine,
Miss Fury, originally a newspaper strip and later
reprinted in comic-book form); Mac Raboy, whose
stunningly realistic style contrasted his Captain Mar-
vel Jr. work from Fawcett's cartoonier Captain Marvel
house style; Bill Everett, creator of the Sub-Mariner,
whose vivid underwater scenes and intimidating star
made Marvel's first anti-hero a huge success; Carl
Burgos, whose flaming hero the Human Torch
became Marvel's best-selling character; Wayne Bor-
ing, who helped Shuster by illustrating Superman
stories during the hero's Golden Age boom and con-
tinued drawing the character into the 1960s; Shel-
don Mayer, DC editor (of All Star Comics) and artist
of the first superhero parody, the Red Tornado, in the
Scribbly backup series; cover artists extraordinaire
Alex Schomburg ("I always felt Alex Schomburg was
to comic books what Norman Rockwell was to The
Saturday Evening Post," noted Stan Lee) and Matt
Baker (whose Phantom Lady covers are prized
among collectors of "Good Girl" art); William Moul-
ton Marston, a psychologist who created both the lie
detector and Wonder Woman; and Sheldon Moldoff,
an unsung journeyman who illustrated countless
Batman and Hawkman tales for DC.
SU V£Z AG£ OF COMICS
0956-19690
DC Comics editor Julius "Julie" Schwartz is
credited as the father of the Silver Age of comics. In
the 1930s Schwartz was one of the founders of sci-
ence-fiction fandom, and later worked as a literary
agent for sci-fi authors Ray Bradbury and Alfred
Bester before becoming a DC editor in the 1940s.
Superheroes dwindled in popularity after World War
II, their series supplanted by other genres including
funny animals, horror, TV adaptations, and romance,
and by the mid-1950s Schwartz was editing, not
surprisingly, science-fiction comics like Strange
Adventures. After the first three issues of DCs try-
out title Showcase failed to capture the audience's
imagination, Schwartz in 1956 proposed to his fel-
low editors that the Flash be revived in issue #4.
"Some of my co-workers were incredulous and
asked me why I thought Flash would succeed now,
having failed so dismally a few years before,"
Schwartz recalled in his autobiography Man of Two
Worlds (2000). He countered that the comics' audi-
ence replenished itself every few years, and while
the editors remembered the Flash, the character
would be new to most readers. Schwartz won his
argument and was tapped to edit the revival, which
became a reworking, as the Silver Age Flash was an
entirely new character. The new Flash was a tremen-
dous success, prompting Schwartz to continue the
trend by revamping Green Lantern, the Atom, Hawk-
man, and other characters, resurrecting the entire
superhero genre in the process. Schwartz enjoyed a
lengthy career at DC, charting the courses of Bat-
man and Superman for many years, retiring in the
mid-1980s but continuing with the company as a
consultant and "goodwill ambassador."
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Carmine Infantino, who had started his comics
career by drawing random strips during the Golden
Age, was, like most other artists employed during
the 1950s, illustrating cowboy, mystery, and sci-
ence-fiction comics when Schwartz tapped him to
be the artist for the relaunch of the Flash in Show-
case. Infantino became DCs artistic star of the
1960s, visible on The Flash, Batman, Adam
Strange in Mystery in Space, the Elongated Man in
Detective Comics, and many of the company's most
vibrant covers. Outside of the mid-1960s success
with Batman, DCs sales were outdistanced by Mar-
vel's. "DC needed a kick in the rump," claimed
Infantino in a 2003 interview in Back Issue maga-
zine. "And they brought me on board to do it." Infan-
tino was hired as DCs art director in late 1966, and
before long was booted upstairs to editorial director
and later president. During his ten-year tenure, he
steered the company to new creative heights and
higher sales.
Schwartz recruited Gil Kane for his new ver-
sions of Green Lantern and the Atom. Kane was a
young artist during the Golden Age, working largely
unnoticed until earning the spotlight with his 1960s
work in Green Lantern. Famous for his dynamic ren-
dering style and unusual camera angles, Kane even-
tually drew The Hawk and the Dove, Captain Action
(which he also later scripted: "I've always main-
tained that the best art came out of a continuity,
either wholly created, of at least broken down dra-
matically, by the artist himself," he wrote in 1969 in
the letters column of Captain Action #5), and Super-
man for DC, and The Amazing Spider-Man and Cap-
tain America for Marvel, among many other credits.
Writer Gardner Fox and artist Joe Kubert were
selected for Schwartz's revival of Hawkman, the
winged superhero, not a surprising selection since
that team was also responsible for many of the Gold-
en Age Hawkman's adventures. Kubert's lithe, sinewy
figures made him perfect for the character's graceful
aerial moves. Later in the Silver Age, Kubert spear-
headed DCs war titles, most notably Sgt. Rock in Our
Army at War, and in the 1970s wrote and drew DCs
critically acclaimed Tarzan comic. In 1976 he opened
the Joe Kubert School of Cartoon and Graphic Art, an
industry institution at which many gifted illustrators
have studied. Fox also wrote Justice League of Ameri-
ca and other series for Schwartz.
Other creators in editor Schwartz's corner:
author John Broome (The Flash, Green Lantern),
also a Golden Age carryover; penciler Mike
Sekowsky, the original artist on Justice League, and
Dick Dill in, the illustrator who replaced him; and
artists Curt Swan and Murphy Anderson. Penciler
Swan, whose first published comics work was in
1946, had been illustrating various Superman titles
since the 1950s, working under iron-fisted editor
Mort Weisinger; in the 1960s he ascended to the
position of Superman artist supreme by illustrating,
at various times, Superman, Action Comics, World's
Finest Comics, Superboy the Legion of Super-
Heroes in Adventure Comics, and Superman's Pal
Jimmy Olsen. Anderson launched his comics career
in the 1940s and later enjoyed a stint illustrating
the Buck Rogers syndicated newspaper strip.
Schwartz regularly employed Anderson throughout
the 1960s, as a solo artist on Hawkman and The
Spectre, and as a regular cover inker for Infantino
and Sekowsky. During a 1970 updating of Super-
man, Schwartz united Swan and Anderson on the
series, a perfect meshing of two clean styles in col-
laboration nicknamed "Swanderson."
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If Julie Schwartz engineered the Silver Age,
Stan Lee was its hijacker. In 1961 writer/editor Lee
and co-conspirator artist Jack Kirby produced Fantas-
tic Four#l for Marvel Comics. With its unique take
on realistic superheroes, Fantastic Four put Lee and
Marvel on the map. Lee quickly followed with a uni-
verse of problem-ridden characters, including the
Incredible Hulk, Spider-Man, Daredevil, and the X-
Men. Through innovation and Lee's knack for hyper-
bolic self-promotion, Marvel steamrolled over DC in
the 1960s and became the industry leader.
«ffi
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Jack Kirby penciled most of Marvel's original
titles with Lee, but other artists were on board as
the line expanded. Steve Ditko drew The Amazing
Spider-Man, The Incredible Hulk, and Doctor
Strange in Strange Tales. Ditko's peculiar illustrative
style, with his flair for frenetic movement and equi-
librium-bending perspectives, made his work visual-
ly unique. The Ditko/Lee partnership eventually sev-
ered over disagreements about Spider-Man charac-
ter and storyline authorship. Throughout his illustri-
ous career, Ditko has drawn Blue Beetle for Charl-
ton, Beware the Creeperfor DC, and Mr. A, a study
of the struggle between good and evil. Once Ditko
left Spider-Man, he was replaced by an artist with a
dissimilar style but one who managed to catapult
the series into a different yet equally popular
course: John Romita, Sr., fresh off a stint on Mar-
vel's Daredevil. Ultimately Romita's energetic
approach would become Marvel's house style: He
was a frequent cover artist and designed two of the
company's most popular characters, the Punisher
and Wolverine.
John Buscema distinguished himself on The
Silver Surfer and The Avengers in the late 1960s,
then Fantastic Four and Conan the Barbarian in the
1970s. His brother Sal was another Marvel main-
stay, having illustrated, in a career spanning
decades, virtually every title at the company. Gene
Colan had served tours of duty at several comics
publishers before landing at Marvel in the mid-
1960s. His lengthy run on Daredevil is fondly
remembered, as is his stint on Sub-Mariner in the
late 1960s and his 1970s turn on Marvel's ground-
breaking Tomb ofDracula series. A dependable pen-
ciler on series like Sub-Mariner and a gifted car-
toonist on the satire comic Not Brand Echh, Marie
Severin was also Marvel's main colorist and cover
designer for years, an essential yet largely unsung
role that mirrored that of women in society at the
time. Roy Thomas worked briefly as assistant editor
to DCs Mort Weisinger in 1965 before jumping ship
to Marvel, where he honed his writing and editing
skills under Lee's tutelage. A Golden Age historian,
Thomas at one time was Marvel's editor in chief,
and is best known as the author of Marvel's The
Avengers and Conan the Barbarian and DCs All-Star
Squadron. In the 2000s he continues to edit and
co-write his long-running fanzine Alter Ego.
Artist Walter Simonson beamed in Steve Duin
and Mike Richardson's Comics Between the Panels
(1998): "His work was like unto a God for a lot of
us." Simonson was referring to Wally Wood, an
immeasurably versatile illustrator perfectly fluent with
humor, science fiction, horror, and superhero comics.
Rising to prominence in the 1950s on a host of E.C.
Comics, Wood is venerated among comics fans for
his superhero parodies in MAD magazine, his run on
Marvel's Daredevil, and his T.H.U.N.D.E.R. Agents for
Tower Comics. In 1982 Wood, soured by failing
health and embittered by being put out to pasture by
younger artists, committed suicide.
Other noteworthy Silver Age superhero cre-
ators: Ramona Fradon, one of the few female illus-
trators working during this period, who drew DCs
Aquaman in Adventure Comics, as well as Metamor-
pho the Element Man, Super Friends, and Plastic
Man (she confessed, "I had serious difficulty relat-
ing to superhero subject matter, the staple of the
comic-book industry"); Joe Gill, a prolific but rarely
recognized writer of hundreds of Charlton Comics
series, from superhero to romance; writer/editor
Robert Kanigher, who guided, among many 1960s
series, DCs Wonder Woman and Metal Men, along
with artists Ross Andru and Mike Esposito; Kurt
Schaffenberger, artist of Superman's Girl Friend
Lois Lane and Supergirl in Action Comics; and Nick
Cardy, whose drawings of striking women and serio-
comic layouts made DCs Bat Lash, Teen Titans,
and Aquaman fan favorites.
COMICS' FIBST*ZOCK STABS"
A pair of visionaries rocketed to acclaim in the
late 1960s. There was Jim Steranko — deemed "the
first 'rock star' artist of comics" on the History
Channel's two-hour special Comic Book Super-
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Superhero Creators
heroes: Unmasked (2003) — who exploded onto the
scene with his surrealistic style in Marvel's Nick
Fury, Agent of S.H.I. E.L.D.; Captain America; and X-
Men series. His work was the storytelling equiva-
lent of pop art: impressionistic, cinematic, and fully
alive. Artist Paul Gulacy commented in the book
Comics Between the Panels (1998), "I look at Kirby
as being the architect, Steranko building the frame-
work, and the rest of us doing the finish work." Ster-
anko's contributions to comics have been rare, but
permanently imprinted onto the medium. He has
authored two Steranko History of Comics volumes
and painted dozens of paperback covers (including
lauded covers for The Shadow).
The other profoundly influential illustrator of
the late 1960s was Neal Adams. He started as an
ad-agency artist in his late teens, then illustrated
the Ben Casey newspaper strip before segueing to
DC Comics in 1967 — drawing, oddly enough, the
company's licensed The Adventures of Jerry Lewis
and The Adventures of Bob Hope books. The pow-
ers-that-be at DC quickly recognized his talent, and
Adams began to make his mark on the Deadman
strip in Strange Adventures and on The Spectre with
his photorealistic rendering style and his imagina-
tive layouts that whisked the reader from panel to
panel; "... when you look at the page as a whole ...
it should never be a burden," he contended in Van-
guard Productions' Neal Adams: The Sketch Book
(1999). "What we're doing is telling stories." By the
late 1960s Adams had lobbied to draw Batman in
the team-up title The Brave and the Bold, where he
visually transformed the character from campy
caped crusader to mysterious creature of the night.
Soon he was the hottest artist in comics, drawing
Batman, Detective, and the award-winning Green
Lantern/Green Arrow series. A staunch advocate for
creators' rights, Adams helped lobby for the return
of original artwork, royalties, and pensions for
Superman creators Siegel and Shuster. Among
comics artists, Adams is both revered and feared.
His harsh critiques of artists' portfolios have
encouraged some, and intimidated others.
8Z0NZZ AGB OF COMICS
CWO-1979)
Superhero comic books grew up during the
1970s, in content and in appearance. Adams con-
tinued to trailblaze throughout the decade, forming
his own company, Continuity Associates, with his
inking partner, former editor, and friend Dick Gior-
dano. "Dick's inking pretty much set the standard,"
Adams revealed in the biography Dick Giordano:
Changing Comics, One Day at a Time (2003). Gior-
dano quietly grew from assembly-line inking during
his youth in the early 1950s to lauded editorial
stints at Charlton and DC in the 1960s. An accom-
plished solo illustrator (Batman, the Human Target
in Action Comics, romance comics, and Wonder
Woman), Giordano is best known as Adams' inker
("The Lennon and McCartney of comics," noted
Giordano biographer Michael Eury) and as DC
Comics' editorial director during its decade of inno-
vation, the 1980s.
Adams and Giordano's Continuity Associates
was the Mecca for comics artists of the 1970s.
Continuity located work for seasoned professionals,
but is best known for attracting young artistic
wannabes. "People would sleep on the floor or even
in the hall by the elevator," recalled Giordano.
"Since so many people came and went, my policy
became, 'if he's here a month from now I'll ask him
what his name is.'"
Some of the young associates of Continuity
who blossomed into popularity during the 1970s
and beyond include Howard Chaykin, who started on
sword-and-sorcery comics before making his mark
on random Batman stories and with the sexploita-
tive sci-fi epic American Flaggl; Terry Austin, a Gior-
dano protege who embarked upon a successful ink-
ing career; Marshall Rogers, who, with writer Steve
Englehart, produced a critically acclaimed sequence
of Batman tales in Detective that helped reinvent
the Joker; Michael Golden, who followed his innova-
tive Batman work with science fiction (The Micro-
nauts) and war (The 'Nam) comics; Klaus Janson,
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Superhero Creators
renowned as Frank Miller's inker on Daredevil, who
later enjoyed enduring success as a solo illustrator;
Bill Sienkiewicz, who quickly abandoned a Neal
Adams homage (on Marvel's Moon Knight) to chart
new territory with his experimental rendering on The
New Mutants and Elektra: Assassin; and Walt
Simonson, yet another newcomer who garnered
notice on Batman then blossomed in the 1980s on
such strips as Thor and the Marvel/DC X-Men/New
Teen Titans crossover.
Batman transmogrified into darker territory
throughout the 1970s, partially due to moody cov-
ers by Bernie Wrightson (also known for Swamp
Thing) and Michael Kaluta (who became a superstar
by illustrating DCs The Shadow). No one was more
influential in Batman's transformation than writer
Denny O'Neil, who penned many of the character's
1970s adventures as well as Superman, Green
Lantern/Green Arrow, and other revolutionary
efforts. After editing at Marvel in the late 1970s,
O'Neil returned to DC in the 1980s and supervised
the Batman franchise as its group editor and as a
frequent writer. After the highly publicized — and con-
troversial — "Death of Robin" storyline in 1989,
O'Neil was verbally accosted in a New York City deli:
"Hey, this is the guy that killed Robin!" yelled an
employee, which made him realize the far-reaching
importance of his job. In the television special
Comic Book Superheroes: Unmasked, O'Neil
reflected that the Batman and Superman editors
are "custodians of folklore."
Other creative forces to ascend during the
1970s: Jim Aparo, once a Charlton artist hired by
Giordano to draw Aquaman at DC, then a dominant
Batman artist for two decades; Archie Goodwin, a
much-loved writer/editor for DC, Marvel, and Warren
Publications; Barry Windsor-Smith, a British trans-
plant who started in the United States on random
Marvel superhero work before soaring to acclaim on
Conan the Barbarian; Marv Wolfman, a popular
writer (Tomb ofDracula, The New Teen Titans, Crisis
on Infinite Earths) who served a stint as Marvel's
editor in chief and also has worked in Hollywood;
Len Wein, scripter of Batman, Swamp Thing, and X-
Men, creator of Wolverine, and yet another former
Marvel editor in chief; Dave Cockrum, fan-favorite
artist of Superboy Starring the Legion of Super-
Heroes and the 1975 revamp of X-Men; Mike Grell,
who started as the Legion artist before growing into
his own as the writer/artist of The Warlord, Jon
Sable: Freelance, and Green Arrow: The Longbow
Hunters; Jim Starlin, artist/writer who popularized
Marvel's Captain Marvel, then killed the hero (of
cancer); and George Perez, jumping from Fantastic
Four to The Avengers in the late 1970s to Justice
League of America and The New Teen Titans in the
early 1980s.
WB GBOWJNG STATUZB
OFAZTISTS
By the 1980s comics publishers realized the
importance of their creative personnel. Superstar
artists, and sometimes writers, were producing
higher sales, and DC and Marvel bowed to pressure
to accord top performers royalties for their efforts.
Noteworthy superhero creators during the
1980s include author Chris Claremont, whose
lengthy run on X-Men is unparalleled; artist/writer
John Byrne, who started in the 1970s on minor
Charlton titles (like Wheelie and the Chopper
Bunch) before illustrating Marvel titles (Marvel
Team-Up, The Uncanny X-Men) and ultimately writing
and illustrating a host of series (Fantastic Four, The
Incredible Hulk, Superman, and The Sensational
She-Hulk); Frank Miller, who grabbed readers by
their throats with his gripping take on Daredevil,
then followed with his magnum opus Batman: The
Dark Knight Returns; Keith Giffen, who began as a
penciler for random DC titles in the late 1970s
before rising to prominence in the early 1980s as
the artist of Legion of Super-Heroes, and becoming
the driving force behind 1980s hits like Lobo and
the revamped Justice League; Arthur Adams, who
became a frequently imitated fan favorite from his
illustrations on Longshot and X-Men; David Mazzuc-
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Superhero Creators
chelli, an accomplished stylist whose brief fling with
mainstream comics included two eminent projects
with writer Frank Miller, "Batman: Year One" and
"Daredevil: Born Again"; Jerry Ordway, a triple-threat
writer/penciler/inker whose art on The Adventures
of Superman helped redefine the hero for the
decade; and second-generation artists: Joe
Kubert's sons Andy and Adam, and John Romita's
son John Jr., who developed into talented illustra-
tors in their own rights.
Smaller "independent" publishers sprouted in
the 1980s, some growing out of a mid-decade
boom of black-and-white (B&W) comics, others dedi-
cated to producing quality color work. From the
throng of companies achieving some degree of
prominence during the 1980s (Pacific Comics,
Comico the Comic Company, First Comics, Now
Comics, and others), only Dark Horse Comics,
which started in 1986, remains an industry leader
in the 2000s. Several immensely gifted talents got
their starts at these companies, including artist
Steve Rude, who rose to acclaim on Nexus and
later illustrated more mainstream work including
Superman and Batman in World's Finest; Matt Wag-
ner, whose groundbreaking Grendel and Mage
series later led to opportunities to write and draw
Batman and other high-profile characters; Bill Will-
ingham, creator of the provocative superteam comic
Elementals; and Dave Stevens, whose lavishly ren-
dered The Rocketeer became a live-action movie in
1991. Kevin Eastman and Peter Laird experienced
the decade's most lucrative financial success: Their
cheaply produced Teenage Mutant Ninja Turtles
B&W title took the marketplace by storm, spawning
counterfeiters, copycats, and a cottage industry
that has included a film franchise, TV cartoons, and
action figures.
During the 1980s, more female creators began
to distinguish themselves in comics than in previ-
ous decades. Historian and book author Trina Rob-
bins dabbled in mainstream comics by drawing the
1986 miniseries The Legend of Wonder Woman,
which was also written, lettered, and colored by
women (Lee Marrs, Lois Buhalis, and Shelley Eiber,
respectively). Artists Colleen Doran and Jill Thomp-
son gained prominence, as did Louise Jones Simon-
son, X-Men editor and writer of Power Pack. Other
women comics editors to emerge in the 1980s
were Karen Berger, Diana Schutz, Barbara Kesel,
and Bobbie Chase.
American comics professionals were looking
over their shoulders in the 1980s, many concerned
that they would be squeezed out of the industry, as
the British were coming, the British were coming! A
wave of writers and artists from Britain penetrated
the U.S. domestic comics market during the 1980s,
mostly landing at DC. Foremost was Alan Moore,
heralded by many as comics' greatest writer, who
effortlessly leapt from Saga of the Swamp Thing to
Superman stories, dazzling readers all the way.
Other Brits to make an impression during the
decade were artist Dave Gibbons, who followed a
successful stint on Green Lantern by partnering
with Moore on Watchmen, the twelve-issue series
that redefined superheroes for a new, jaded genera-
tion; Brian Bolland, artist of writer Mike W. Barr's
Camelot 3000, who later illustrated (with author
Moore) Batman: The Killing Joke and numerous DC
Comics covers; and daring new writers like Peter
Milligan, Grant Morrison, and Neil Gaiman. Much of
these creators' work bore an edgier voice than DCs
traditional fare, and the publisher began a "mature
readers" line that grew into its Vertigo imprint. One
of those titles, Gaiman's award-winning Sandman,
premiered in 1989.
SPZCULATOZS ANP IMAGE
In the early 1990s a speculation boom inflated
comics' sales to figures unheard of since the Golden
Age. Gimmick covers and multiple editions sold in the
hundreds of thousands — and in a few cases, the mil-
lions — enabling hot comics creators to flex their mus-
cle. Artists Todd McFarlane, Jim Lee, and Rob Liefeld
were the first Marvel artists whose popularity allowed
them to jettison their writers from their series and ulti-
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Superhero Headquarters
mately tell their own stories. After reaping fortunes
from relaunches of Spider-Man, X-Men, and X-Force
that sold in huge numbers to speculators and fans,
that trio, along with Jim Valentino, Whilce Portacio,
Erik Larsen, and Marc Silvestri, cut their apron strings
from Marvel in 1992 and founded Image Comics,
where they published their own material (McFarlane's
Spawn, Lee's WildCAT.S, Liefeld's Youngblood,
Larsen's The Savage Dragon, and others).
In 1993 the market imploded when the specu-
lator demand withered. Many artists and writers
found themselves out of work. Marvel and DC court-
ed in-demand creators with lucrative exclusive con-
tracts and smaller companies tried to keep up, but
the mid-1990s were a bleak period for the industry.
There were artistic highpoints: Adam Hughes' gor-
geous rendering on Ghost and his posteresque cov-
ers for Wonder Woman; writer Kurt Busiek and
painter Alex Ross' remarkable miniseries Marvels;
Ross' follow-up, DCs Kingdom Come, with author
Mark Waid; Scott Campbell's impressive Gen 13;
Joe Quesada's stunning artwork on Ash and Dare-
devil; and the prominence of painted portrait cov-
ers, which have, in the 2000s, threatened to super-
sede line-art drawings as the norm for cover art.
THE FUTUZB OF
SUPZZHeZO CZeATOZS
In the late 1990s the comics business took a
collective deep breath to rebound from the blow of
the market collapse. Publishers began to put aside
sales stunts and dedicated themselves to publish-
ing quality material. Since that time, writers from
other media — including screenwriters Kevin Smith
and Jeph Loeb, television writer and Babylon 5 cre-
ator J. Michael Straczynski, crime novelist Greg
Rucka, and Judd Winnick, one of the original cast
members from MTV's The Real World— have been
lured to comics. The 2000s have, to date, been
dominated by newer creators — Brian Michael
Bendis, Joe Kelly, Gail Simone, Brian Azzarello,
Amanda Conner, Ed McGuiness, Alex Maleev,
Michael Allred, John Cassaday, and Scott McDaniel
are just some of the writers and artists popular as
of 2004 — while Gaiman, Byrne, Perez, Giffen, and
Miller continue to command an audience of loyalists
and newcomers. American superhero comic-book art
as of 2004 is heavily influenced by Japanese manga
and by the "animation" style popularized on such TV
cartoons as Batman: The Animated Series, Super-
man, and Justice League. As superhero comics con-
tinue to morph to find their role in a fast-changing
world, their creators will continue to strive for ways
to create the next Man of Steel. — ME
Superhero
Headquarters
"Beneath a harmless-looking Gotham City resi-
dence, a unique cavern lies hidden from the world!"
announced Detective Comics #205 in 1954. Bat-
man and Robin's subterranean headquarters, locat-
ed underneath alter ego Bruce Wayne's mansion,
has become so ingrained in America's conscious-
ness that one only has to say the word "Batcave" in
order to conjure up images of this top-secret under-
ground labyrinth. Although the Batcave's appear-
ance has varied over the years according to comic-
book artists' (and film and TV set designers') inter-
pretations, some of its more well-known features
include the crime lab, the crime-file room, a garage
and repair shop for the Batmobile, a hangar for the
Batplane and Batcopter, docking facilities for the
Batboat, a Bat-costume vault, a trophy room, and a
fully equipped workshop. Thanks to its portrayal in
the Batman TV show (1966-1968) and the Batman
live-action film franchise of the 1990s, the Batcave
is an icon: Alternately accessible via a spiral stair-
case, Batpole, and secret elevator from the Wayne
mansion (depending upon the era of the story), Bat-
man and Robin often retreat to their laboratory
apparatus and crime-detection equipment in order
to solve a mystery, referencing their "electronic data
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Superhero Headquarters
analyzer" and "DNA Spectograph" in order to
unearth information on Gotham's criminals. The
Batcave also contains mementoes of some of Bat-
man's previous cases, including a replica of a giant
penny, a giant Joker playing card, and a statue of a
T-Rex, all salutes to Batman stories from the 1940s
and 1950s but visuals maintained in Batman
comics in the 2000s.
Sorry, that was then. Fast-forward to now, an era
wherein only die-hard Batman fans know that the Bat-
cave as much of America has come to know it no
longer exists. The "New Batcave," constructed in the
aftermath of the earthquake that demolished Gotham
City in the lengthy "No Man's Land" serial that ran
throughout the Batman titles in 1999, is a self-con-
tained, eight-level, underground lair for the Dark
Knight. This ultra-high-tech hideout boasts a state-of-
the-art massive computer system and hologram pro-
jector, as well as much-updated renditions of Bat-
man's library, training facilities, forensics laboratory,
and vehicle ramps, dockers, and hangars. Bedecked
in cool steel structures with retractable walkway
bridges, there is no mistaking the New Batcave for
anything other than the ultimate superhero sanctuary.
Another Gotham City resident, Oracle, sits
perched in the city's Clocktower, ready to dispatch
any one of her Birds of Prey "field operatives" upon
the city's villainous. Working high above the crime-
ridden streets, Oracle stays posted at her comput-
er — actually, six Yale super-computers — acting as
information broker to Gotham's heroes, including
Batman, Nightwing, and the Justice League. With
her genius-level intellect, photographic memory, and
research and analytical skills, she is Batman's
trusted confidante, a necessary part of the Dark
Night's inner circle. Her secret hideaway — though
difficult to reach for most — is, of course, wheelchair
accessible for the heroine's special needs.
In stark opposition to the Batcave, Superman's
Fortress of Solitude lies inside a dimension of
unlimited space. Though originally built "deep in the
core of a mountainside in the desolate Arctic
wastes," this location proved to be too vulnerable a
hideout for the Man of Steel. It was here, according
to Action Comics #241 (June 1958), that the Man
of Steel conducted "incredible experiments," kept
"strange trophies," and pursued "astounding hob-
bies" — in addition to just putting his feet up. First
mentioned by name in the comics in 1949, his
secret sanctum was originally conceived as a hid-
den repository for showcasing Krypton's culture and
artifacts, and as such housed Superman's work-
shop, trophy room, and super-laboratory, where
Superman put in overtime in search of an antidote
for kryptonite. In addition, the Fortress contained a
gym; a bowling alley; an interplanetary zoo (housing
wildlife from a variety of distant planets); a Hall of
Interplanetary Monsters; the Bottle City of Kandor
(a city of Superman's home planet, Krypton, which
was reduced to microscopic size by the villain
Brainiac); special "hyperspace radios" for communi-
cating with various distant galaxies and alien
dimensions (housed in a communications room
that also included "hotline" channels to the United
Nations, the White House, and the Metropolis
Police Department); and a number of assorted
weapons and scientific apparatus.
In the Superman comics continuity of the
2000s, the Fortress is a high-tech wonderworld
bearing little resemblance to the version popular-
ized during the Silver Age of comics (1956-1969).
Though fans might find a Krypton memorial, it is in
the form of twin holographic images of Superman's
Kryptonian parents, Jor-EI and Lara. And though
Kandor is still preserved, the crystalline diorama of
Kandor's capital, Kryptonopolis, is more likely to
catch visitors' eyes. Fans stumble upon Kryptonian
power crystals; radiation-depleted chunks of Lex
Luthor-contrived synthetic kryptonite; and a model
of a Kryptonian skyship, a glider from ancient Kryp-
ton. The Fortress also houses the Last Son of Kryp-
ton's holographic archive, the holographic encyclo-
pedic library that chronicles Superman's life; a Cen-
tral Computer Nexus; the Phantom Zone Portal,
which provides an entrance into that extradimen-
sional space; and a Phantom Zone Control, which
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Superhero Headquarters
monitors the energy sources and all movement
inside and outside the Phantom Zone. In addition,
the Fortress is home to Ned, the sole remaining
Superman robot; Superman's faithful robotic ser-
vant, Kelex; and Krypto, Superman's dog.
Few heroes enjoy such elaborate bases of
operations as Batman and Superman, although the
X-Men headquarters is a site to be reckoned with.
Marvel Comics' mutant band of superheroes spend
most of their time at their mentor Professor X's
mansion, located in Westchester County, New York.
Xavier's estate houses the X-Men's training facility,
the Xavier Institute for Higher Learning, which fronts
as an Ivy League-like school. It's here that the tele-
pathically and telekinetically inclined fine-tune their
intellectual skills and learn to strengthen their pow-
ers. Some of the mansion's more interesting fea-
tures include the Medi-Lab, an advanced medical
facility that provides full-scale medical treatment for
the mutants; the Cerebro computer system, an
elaborate system of machines that Professor X
designed to locate mutants by tracking their psionic
energy; a subterranean Danger Room, where the X-
Men hone their athletic and combat skills by pitting
themselves against super-robots in combat-training
classes; and a subterranean War Room, which
houses computers that collect top-secret global
information. The property boasts such extrava-
gances as an underground hangar and runway, spe-
cially designed for the X-Men's Blackbird jets; an
ultra-fast monorail carries the X-Men from the man-
sion to the hangar in only twenty seconds. Finally,
all manner of internal and external high-tech securi-
ty (courtesy of wealthy industrialist Tony Stark,
a.k.a. Iron Man) protects the mansion from would-
be intruders.
Just a train-ride away from upstate Westchester
lies New York City, home to many Marvel super-
heroes. The Fantastic Four (FF) battle crime in the
Big Apple from Four Freedoms Plaza, located in mid-
town Manhattan. Just a stone's throw from the Unit-
ed Nations headquarters, Four Freedoms Plaza was
built on the former site of the Baxter Building, the
Fantastic Four's previous headquarters before it was
destroyed by the villainous Thunderbolts. Designed
by FF leader Reed Richards (a.k.a. Mister Fantastic),
Four Freedoms Plaza is a forty-five-story office build-
ing topped off by the FF's four-story base of opera-
tions — a self-sustaining, heavily armored barricade,
containing both the superteam's meeting place and
individual members' living quarters. Relying heavily
on computers, guard robots, and other high-tech
devices to maintain security, this ultra-cool com-
mand post houses several major state-of-the-art
research laboratories, complete with one-of-a-kind
mechanisms permitting entry into the Negative Zone
and a duplicate of Doctor Doom's time machine.
Quarantining the FF headquarters from the rest
of the building is a buffer zone of top-security equip-
ment; if the Fantastic Four's HQ should come under
attack, emergency security devices seal the head-
quarters area off from the rest of the building. How-
ever, most visitors prefer to enter via the more tradi-
tional first floor, through elevators guarded by Mr.
O'Hoolihan, the trusty doorman who serviced the
superteam at the Baxter Building. Although permis-
sion for entry is required from none other than the
FF themselves, visitors who are admitted take an
elevator up to the reception room, attended by
Roberta, a robot receptionist that appears human
from the waist up.
The Avengers Mansion is one of the few hero
hideouts to carry an exact street address — 890 5th
Avenue — and comes complete with all the accou-
trements hard-living heroes need to unwind at the
end of a long day: an Olympic-sized pool, workout
facilities, even a combat simulation room, though it
doesn't benefit from the interstellar Shi'ar technolo-
gy that creates virtual environments for the X-Men's
Danger Room. The Teen Titans do business from
the T-shaped Titans Tower. Still other heroes simply
prefer to live life in the apartments of their alter
egos: Peter Parker and Matt Murdock are content to
hang out in their New York City brownstones when
they aren't swinging and leaping from rooftops as
Spider-Man and Daredevil, respectively (though
TH£ SUPBBHeiZO BOOK
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Superhero Movie Serials
Spidey's alternate-universe daughter, Spider-Girl,
has operated out of an abandoned historic meeting-
hall refitted with high-tech equipment and
renamed — what else? — the Web Site).
Far away from New York City lies the moon-
based headquarters of the Justice League of Ameri-
ca. The Watchtower is the most advanced command
post of DCs superteam, who have in days past con-
vened in the mountain-top base of their "Secret
Sanctuary" near Happy Harbor, Rhode Island, as well
as in an underground "Bunker" in Detroit, Michigan.
(Perhaps the team's longest-running redoubt was a
satellite orbiting Earth, homaged in the 1990s and
2000s by Honor Guard's hovering mobile command
center in Astro City and the Five Swell Guys' own
space satellite, "High Five," in Promethea.) The
Watchtower, a high-tech solar station, boasts all the
accoutrements of a five-star hotel, including living
suites, a well-stocked kitchen, and training and work-
out facilities. Of course, this is outer space, so all
types of super-equipment make it possible for the
team and its visitors to come, go, live, fight, and
breathe: landing docks and entry ports; a teleport
tube; an armory loaded with "last resort" weapons;
a deep-bore ice miner; a deep water tank; and a
hydroponic forest. — GM
Superhero
Movie Serrate
Return to the days of yesteryear, long before televi-
sion. Cinema fans who lived in cities with movie the-
aters could thrill every week to motion picture serials.
Along with newsreels and cartoons, serials were short
action-adventure films that played prior to feature
attractions. Often running ten to thirteen episodes,
serials were told in chapter form. To keep the audi-
ence hooked on returning to see the next chapter, the
serial writers and directors ended each one with a
"cliff-hanger"; the heroes or heroines of the story
were often caught in dire peril, with no discernable
means of escape. How did they survive? Viewers had
to come back next week to find out. Hundreds of seri-
als were produced during the film industry's silent era,
beginning in 1912, but few have survived to today.
Modern audiences generally think of 1930s-1940s
serials, most of which have been preserved, and
many of which featured superheroes, in addition to
Western heroes, jungle heroes, and crime dramas.
In 1936, Universal released the first Flash Gor-
don serial, based on the science fiction comic strip,
and in 1937, Republic issued Dick Tracy. Universal
was one of the main companies in the serial busi-
ness of that era; Republic and Columbia were oth-
ers. While some Hollywood leading men and women
appeared or got their start in serials — John Wayne
did several before becoming a star — the majority of
serial actors did a lot of serial work. And why not?
Weeks of steady work and exposure on the big
screen meant job security and the potential to move
up in the Hollywood food chain.
The first superhero serial was The Green Hor-
net (Universal, November 1939). Based on a popu-
lar 1936-1953 radio drama created by Fran Striker
and George W. Trendle, the serial Green Hornet was
played by Gordon Jones (radio alter ego Al Hodge
provided Hornet's voice), while sidekick Kato was
played by Keye Luke. In the thirteen chapters, Hor-
net and Kato fought underworld crime boss the
Leader, whose identity was kept secret until the
final episode. A fifteen-part sequel, The Green Hor-
net Strikes Again, was released in September
1940, with Warren Hull taking over the title role.
This time out, danger came in the form of under-
world crime boss Crogan (Pierre Watkin) and his
cronies. Both serials featured such Hornet staples
as the theme music ("Flight of the Bumblebee" by
Nikolai Rimsky-Korsakov), the gas gun, and the
buzzing car known as Black Beauty.
Comic-strip and pulp characters also got their
own serials in 1939: Mandrake the Magician (Colum-
bia, 1939, twelve chapters) and The Shadow (Colum-
bia, January 1940, fifteen chapters). But it was Faw-
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Superhero Nicknames
cett Comics' red-and-gold-clad hero who became the
first comic-book superhero to garner his own starring
serial. Republic's twelve-chapter story, The Adventures
of Captain Marvel, debuted in March 1941. Heroic
leading man Tom Tyler was cast as Captain Marvel,
with his radio announcer alter ego Billy Batson played
by Frank Coghlan Jr. When not escaping deathtraps —
or rescuing others from them — Captain Marvel did his
best to stop the evil machinations of the Scorpion.
With excellent flying effects and an engaging storyline,
The Adventures of Captain Marvel remains one of ser-
ial history's most popular adventures.
A fellow Fawcett comic-book character got his
own serial the following year. Spy Smasher (Repub-
lic, April 1942, twelve chapters) starred Kane Rich-
mond in the title role, helping to stop spies and
saboteurs during World War II. This became a com-
mon theme for serials during this time period. In
Batman (Columbia, July 1943, fifteen chapters),
lead actors Lewis Wilson as Batman and Douglas
Croft as Robin fought the evil machinations of the
villainous Japanese spy Dr. Daka (Caucasian actor
J. Carroll Naish). Comic-book hero Captain America
headlined his own serial (Republic, December
1943, fifteen chapters), but instead of following his
comic-book Nazi-fighting adventures, here Cap was
secretly District Attorney Grant Gardner (Dick Pur-
cell), who fought criminals — and the deadly
Scarab — with a gun and his fists.
Africa's purple-clad hero made his film debut in
The Phantom (Columbia, December 1943, fifteen
chapters), though no one could see that Tom Tyler
was in purple because the serial was black and
white. At least his costume was better than that of
the Western comic-book hero in The Vigilante
(Columbia, 1947, fifteen chapters), who hid his
secret identity behind a neckerchief. Ralph Byrd por-
trayed the Vigilante, fighting against the mysterious
X-l in a plot to recover cursed "Tears of Blood"
rubies. Fellow Action Comics adventure hero Congo
Bill (Columbia, 1948, fifteen chapters) appeared
the following year, starring Don McGuire in the title
role as a jungle adventurer.
The comics world's most famous superhero final-
ly made his serial debut in Superman (Columbia, July
1948, fifteen chapters). Handsome actor Kirk Alyn
was in the lead, with young actress Noel Neill in the
part of Lois Lane, and former Our Gang star Tommy
Bond as Jimmy Olsen. Here, the Man of Steel had to
use his powers to stop the "Queen of the Under-
world," Spider Lady (Carol Forman), from gaining con-
trol over the ultra-powerful Reducer Ray. A sequel,
Atom Man vs. Superman (Columbia, June 1950, fif-
teen chapters), introduced a hooded villain who was
eventually revealed to be Lex Luthor (Lyle Talbot).
Fellow National/DC hero Batman also got a
sequel with Batman and Robin (Columbia, May
1949, fifteen chapters), but it was scraping the bot-
tom of the budget-barrel, and fans weren't happy.
Replacing the original heroes, Robert Lowery played
Batman and John Duncan played Robin, while Jane
Adams was a comely Vicki Vale and Leonard Penn
was the villainous Wizard.
By the 1950s, the popularity of serials was
declining, and no more superheroes made the leap
to weekly theater bookings. Although serials them-
selves would last a few more years afterward, the
final comic book-inspired one was Blackhawk (Colum-
bia, 1952, fifteen chapters), starring ex-Superman
star Kirk Alyn in the title role of the costumed pilot
hero and once again pitting him against the evil plans
of Carol Forman and others. And with Blackhawk's
final chapter, the age of comic-book heroes in serial-
ized form was relegated once again to the pages of
comics and a newer medium: television. — AM
Superhero
Nicknames
Some superheroes' nicknames are so ingrained in
America's consciousness that hardcore fans and
the general public alike often use the nickname to
refer to the character. How many times has "The
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Superhero Nicknames
Man of Steel" been used to describe Superman? Or
"The Caped Crusader" for Batman? What about the
Dynamic Duo (Batman and Robin)? Spider-Man is
Spidey or the web-slinger to most, while few can
instantly recall his other (less complimentary)
name, Web-Head. Fewer still remember the World's
Smallest Superhero (it's the Atom, of course).
Some heroes' nicknames are so catchy they are
reminiscent of fairy-tale ideals or popular advertis-
ing campaigns (think the Hulk's sobriquet, Jolly
Green Giant). But these are just a few examples of
comic-book creators' ingenuity and of names both
popular and long-forgotten that have served cos-
tumed crime fighters well.
Early comic-book references to DC Comics'
ominous hero, Batman, have hailed him as the
Masked Manhunter, Master of Darkness, the Dark
Night, and the World's Greatest Detective. This last
phrase comes from the fact that Batman is an inge-
nious mystery-solver (a "supersleuth," if you will)
and "ace criminologist." Indeed, Batman #14
(December 1942) calls the hero "a stunt man ... an
acrobat ... a superb athlete ... a lion-hearted fight-
er — and a sleuth ... all rolled into one." As protector
of one of America's most crime-ridden cities, he is
the Guardian of Gotham.
The other half of Batman for most of his fight-
ing career, Robin, the Boy Wonder, was a wondrously
dexterous ex-circus performer turned America's
most popular sidekick — also described as Batman's
"daredevil young aide" and a "young, laughing
Robin Hood of today" in the early 1940s. Coming
into his own as Nightwing, he fights crime in nearby
Bludhaven — though time, not miles, has separated
his counterpart character Batgirl from perhaps the
most unforgettable (and unforgivable?) of superhero
nicknames, straight from the camp-crazed 1960s:
the Dominoed Dare-Doll.
DC champion Superman is heralded as both
the Man of Steel and the Man of Tomorrow — both
fitting for a futuristic demigod who can bend steel in
his bare hands and withstand being struck by steel
girders. Mid-1950s issues of Action Comics called
him the "champion of the underdog," "eternal foe
of the underworld," and "the world's mightiest
hero." The comics pages have also referred to him
colloquially as a "colorfully-costumed, mighty-
sinewed man of might," "mankind's foremost cru-
sader for good," and "a fighting champion of jus-
tice" who is "famous the world over." In the high-
tech 1990s and 2000s he has sometimes been
known, with apologies to IBM, as "Big Blue." Follow-
ing in the footsteps of Superman's most popular
nickname, Superboy is the Boy of Steel; Supergirl,
the Girl (or Maid) of Steel.
Sobriquets for other costumed heroes include
Amazing Amazon, aptly embraced by DCs Wonder
Woman, who has also enjoyed such honors as
"Aphrodite's agent," "America's Guardian Angel,"
"disciple of peace and love," and "invincible enemy
of injustice." Marvel Comics' Ant-Man is also known
as the Ant-Size Avenger, and as Giant-Man has been
referred to as High-Pockets. DCs Elongated Man
was often called the Ductile Detective. DCs Aqua-
man is none other than Marine Marvel or King of the
Seven Seas. Marvel's undersea counterpart, the
Sub-Mariner, is called the Prince of the Seas. Mar-
vel's Captain America goes by Cap, the Star-Span-
gled Avenger, or — are you ready for this? — Winghead
(depending upon who is doing the name-calling).
Marvel's blind superhero, Daredevil, is simply
referred to as the Man without Fear — his supersen-
sory powers enabling him to fight crime with a
super-level of confidence. DCs favorite speedster,
the Flash, has been termed (most appropriately) the
Fastest Man Alive, the Scarlet Speedster, and the
Sultan of Speed. DCs Green Arrow is simply the
Emerald Archer; the Green Lantern is the Emerald
Crusader or the Green Gladiator. Marvel's Doctor
Strange is the Master of Mystic Arts. DCs birdlike
hero Hawkman is dubbed the Winged Wonder or the
Flying Fury. Marvel's Iron Man has fondly been
called the Golden Avenger, the Golden Gladiator,
Bullet Head, and Shell Head. DCs green-skinned
Martian Manhunter prefers to be called either Man-
hunter from Mars or Martian Marvel (no ego there!).
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Marvel's ultra-cool Silver Surfer rides intergalactic
waves as the Sentinel of the Spaceways. Marvel's
Iron Fist has been called the Living Weapon. Finally,
who could forget Marvel's Norse God of Thunder,
the mighty Thor — who has been called both the Son
of Odin and the less immortalizing Goldilocks?
Teams don't escape nicknaming either. Marvel's
superteam, the Avengers, has been called Earth's
Mightiest Heroes. DCs superteam, the Justice League
of America, is named the World's Greatest Super-
Heroes. Marvel's mutant X-Men are, most appropriate-
ly, the World's Strangest Superheroes. — GM
Superhero
Radio Series
Riding on the coattails of the ever-popular Shadow
and Lone Ranger radio shows that were aired sever-
al times weekly beginning in 1932 and 1933
respectively, superhero radio series made their way
into the hearts of an audience enamored of the
medium and its melodrama. Loaded with sound
effects, distinctive introductions, and memorable
musical ditties, radio series drew their inspiration
from comic strips and comic books, and before long
Doc Savage, the Green Hornet, Superman, Batman,
the Blue Beetle, and Mandrake the Magician all had
a presence on radio. One character, Captain Mid-
night, first appeared on radio before successfully
parlaying himself into his own comic book.
"Radio heroes, like most champions in Ameri-
can popular culture, were symbols of truth, justice,
honor, and other bourgeois values," observed J.
Fred MacDonald in Don't Touch That Dial! (1979), a
survey of radio programming from 1920 to 1960.
As such, these heroes were loved, especially by chil-
dren, who voraciously absorbed their programs in
the after-school hours, in the early weekday
evenings, and on Saturday mornings. Many were
action-adventure serials, a fifteen-minute program
that ran three, sometimes five, days per week. The
popularity of the radio programs fed the sales of
the print material, giving comic books a boost.
One of the first comic-book hero shows to air,
Doc Savage engaged listeners in a short-lived 1934
radio drama, from which little solid information
remains. No cast list or recordings exist, just Doc
Savage pulp writer Lester Dent's personal carbon
copies of the scripts of twenty-six episodes. An
entirely different Doc — the magic-hooded superhero
version of the character that was portrayed in the
post-August 1941 Street & Smith Doc Savage
Comics — was the star of a 1943 radio series.
The Green Hornet's signature introduction was
the buzzing of a hornet and the sound of the hero's
supercar, Black Beauty, racing away. The Green Hor-
net debuted in January 1936 on local Detroit sta-
tion WXYZ before moving to the Mutual radio net-
work for national broadcasting. Fran Striker, a writer
of The Lone Ranger, wrote all of the scripts for The
Green Hornet until April 1944, after which several
other writers scripted the show. In the beginning,
the shows typically ran thirty minutes twice a week;
they were later broadcast once a week. Britt Reid,
newspaper publisher of the Daily Sentinel by day
and the masked crime fighter Green Hornet by
night, was voiced by Al Hodge for about half of the
show's run, which ended in 1953.
Announcer Don Gordon signaled the start of a
mysterious aviator's show with the tolling of a bell,
the roar of a plane, and his signature "Captainnnnn
Midnight!" prelude. Captain Midnight debuted in
1938 as a regional, fifteen-minute serial sponsored
by Skelly Oil. Captain Midnight (a code name for
young Air Corps officer Captain Red Albright) flew off
to adventures around the world with his ward,
Chuck Ramsey, and young aviatrix Patsy Donovan.
Ripe for adventure, Captain Midnight (voiced by Bill
Bouchey) buttoned up his black bodysuit and
donned his aviator's cap and goggles to pursue
international criminal Ivan Shark. In 1940, the show
was sponsored by Ovaltine and broadcast nationally
by Mutual and other networks for almost a decade.
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Captain Midnight (now voiced by Ed Prentiss) was
recruited to head the Secret Squadron, a top-secret
government organization created to fight espionage
and sabotage. Listeners were invited to join the
Secret Squadron by sending in Ovaltine labels, at
which point they would receive a Code-O-Graph to
decipher Secret Squadron Signal Session mes-
sages at the end of each show, giving code-break-
ers a clue about the next show's escapades.
Probably the most well-known and best received
superhero to be broadcast was Superman, who hit
the airwaves in February 1940, and was broadcast
three times a week in fifteen-minute time slots. By
1942, The Adventures of Superman was being
broadcast every day of the week. Only a handful of
diehard Superman fans know that Jimmy Olsen
(voiced by Jackie Kelk) was created as a device to
replace the missing "thought balloons" so prevalent
in print. Whenever Superman (voiced by Bud Collyer)
needed to explain something "off panel," he confid-
ed in Olsen on-air. The Superman radio show also
added kryptonite, which, along with Olsen, made its
way into comic-book stories. Batman and Robin's
radio escapades, which took place in 1945, were
part of the Superman radio series. The Dynamic Duo
never received their own radio show.
In the wake of Superman's success, The Blue
Beetle radio show ran twice weekly for forty-eight
episodes, from May through September 1940. For the
first thirteen episodes actor Frank Lovejoy voiced Blue
Beetle; later episodes are uncredited. Running first at
thirty, then at fifteen, minutes long, this "thrilling
drama of the avenging gang smasher," conjured up
intrigue and adventure for listeners both young and
old. Similarly, stage magician/crime fighter Mandrake
the Magician (voiced by Edward Johnson), who used
his superpowers to fight crime, starred in his own
show on Mutual between November 1940 and Febru-
ary 1942. Begun as a thrice-weekly serial, Mandrake
the Magician soon moved to daily air time in 1941.
Superman left radio in March 1951, but arrived
on television the following year. With America's
growing fascination with the new medium, many
radio series lost the support of their sponsors or
audience or both, and began to disappear. While
experiments with superheroes on the airwaves have
appeared sporadically since the Golden Age of radio
(the mid-1970s saw the short-lived Marvel Comics
Radio Series, for example), none have had the kind
of longevity or appeal of the programs of the 1930s
and 1940s. — GM
Superhero Role-
Maying Games
Fantasy role-playing games — mostly tabletop
wargame-variants in which three or more players
take on the personalities of characters they have
developed for use in fantasy combat or treasure-
hunting situations — can trace their origins to the
advent of Dungeons and Dragons (1974, TSR
Games). An individual Dungeons and Dragons
(D&D) game session, generally a part of a larger
game cycle known as a campaign, is moderated by
a dungeonmaster (or gamemaster), who designs
the game milieu — the castle to be stormed, the
dragon's hoard to be raided, and the monsters to
be fought. The players bring into the game charac-
ters whose basic abilities (numerically quantifiable
traits such as strength, intelligence, wisdom, dexter-
ity, constitution, and charisma) are determined by
means of random die throws. Polyhedral dice,
whose sides can number anywhere from 4 to 20,
generate the random numbers that govern the out-
come of the game's many variables, including the
number of points of damage sustained or inflicted
during combat, the efficacy of magic spell-casting or
weaponry, the chance that a character's actions will
attract an enemy or activate a booby trap, and even
character mortality.
Building on the fantasy worlds of J. R. R. Tolkien
and others, D&D spawned a vast role-playing game
(RPG) industry, which supports many competing
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gaming systems. Some RPGs have complex rule sys-
tems that emphasize realism and control nearly
every conceivable game variable, while others place
a higher premium on ease of play, storytelling val-
ues, and character evolution. During the 1970s and
1980s, RPGs were devised for a wide variety of
story backdrops and storytelling genres, including
space-opera science fiction, postapocalyptic science
fiction, international espionage, Lovecraftian horror,
the Western — and comic-book superheroes.
During the early 1980s, three RPGs came to
dominate the superhero gaming audience: Champi-
ons (Hero Games; Gold Rush Games), Superworld
(Chaosium), and Villains and Vigilantes (Fantasy
Games Unlimited). Not surprisingly, each game sys-
tem had its own distinctive approach to superhero
gaming, with unique strengths and weaknesses.
Designed to closely simulate the world of a
mainstream, four-color superhero universe, Champi-
ons boasted a flexible character-generation system
that allowed players to build their superheroes' abil-
ities around a theme (say, "insect powers") rather
than forcing them to rely too heavily on the random
results of die-rolls. Combat was typically "kinder
and gentler" than in D&D; though characters were
often knocked unconscious during the game's com-
bat simulations, death was an uncommon occur-
rence, reflecting the superhero comics of the time.
The Superworld RPG was written as part of a short-
lived multigenre gaming system called Worlds of
Wonder, whose rules encompassed not only super-
heroes but also Tolkienesque fantasy and space-
borne science fiction; Superworlcfs game mechan-
ics worked particularly well for simulating the estab-
lished heroes of the Marvel and DC universes.
Another popular early 1980s game, Villains and Vig-
ilantes, also had an authentically "comic-booky"
feel, thanks in large part to the interior artwork of
Jeff Dee; some players have observed, however,
that V&Vs character-generation rules were more
dice-based — and therefore less flexible — than the
other systems. Because of the game's reliance on
die-generated character traits, it was far too easy to
create groups of characters whose power levels
weren't a good fit (imagine the difficulties inherent
in forcing DCs Batgirl and Marvel's world-devouring
Galactus to share an adventure). The game was
also plagued by large numbers of rules errata,
which the publisher corrected by inserting update
sheets into the rulebooks. Bits and pieces of the
worlds and rules of Superworld, Champions, and
Villains and Vigilantes made their way into a suc-
cessor game titled Havoc (1984, Reality Storm:
When Worlds Collide), a superhero RPG that
remains in print today.
It was only a matter of time before superhero
RPGs, which owed their existence to superhero
comics, begat some comics of their own. Champi-
ons' signature superteam (the Guardians) became
the basis for two Champions comics series
(Eclipse, 1986-1987; Hero, 1987-1989). Two Vil-
lains and Vigilantes "game modules" (game scenar-
ios published for use by gamemasters in RPG play)
by Bill Willingham inspired the artist's compelling
superhero team comics series, The Elementals
(Comico, 1984-1989; 1989-1994; 1995), which
borrowed the villainous Destroyers directly from the
game. Eclipse Comics also produced a four-issue
miniseries (1986-1987) based upon a V&l/game
module titled Crisis at Crusaders Citadel, created
by the game's originators writer Jack Herman and
illustrator Jeff Dee. Several of the superheroes
developed by award-winning science-fiction writer
George R. R. Martin and others for the Wild Cards
paperback fiction anthologies (some of which Mar-
vel began adapting into comics in 1990) grew out of
campaigns played within these three game sys-
tems. Clearly, the superheroes of the games and
those of comics and prose literature have had pow-
erful mutual influences.
As the networks of comics-oriented and gam-
ing-oriented specialty shops expanded throughout
the 1980s, several more superhero-oriented RPGs
followed the original three, including Palladium
Games' Heroes Unlimited, which debuted in 1984
for use with the generic (and still extant) RIFS fan-
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tasy gaming system; a version of Heroes Unlimited
remains in print today. Palladium followed this with
an RPG based upon Kevin Eastman's and Peter
Laird's popular and durable superhero/martial arts
parody comic book, Teenage Mutant Ninja Turtles.
Following on the heels of these successful games
were several also-rans, such as Justifiers and
Guardians (StarChilde Publications), both of which
were plagued by confusing rules, a flaw mitigated
somewhat by the games' cheap purchase prices
and their "comic-book format" presentation.
By the late 1980s, the major comics publish-
ers had taken note of the burgeoning superhero
RPG market; to satisfy the rising demand for game
systems based upon their characters, Marvel
Comics and DC Comics sold RPG licenses, each of
which resulted in well-crafted, slickly-produced, and
generally well-received game rulebooks and mod-
ules. By the end of the decade, Mayfair Games was
publishing the DC Heroes Role-Playing Game and
the Batman Role-Playing Game, while TSR (of D&D
fame) was producing Marvel Super Heroes as well
as a line of small lead figures intended for use as
game tokens (a la the war games that preceded the
emergence of the first true RPG). Both of these
gaming systems were widely praised for their well-
described, carefully quantified characters, their
ease of play, and their usefulness as reference
tools for the comic books themselves.
As is true in the comics industry, the RPG mar-
ket is a volatile one; publishers come and go, or
end up mergered out of existence. Specific RPG
properties either vanish forever, or evolve into
something new. Despite a surfeit of competing mod-
ern pastimes — i.e., electronic media such as the
Gameboy, the X-Box, or MMORPGs (Massive Multi-
player Online Role-Playing Games, campaigns con-
ducted over the Internet by dozens or hundreds of
players) — a small but enthusiastic audience for tra-
ditional tabletop pencil-and-paper superhero RPGs
still existed in the late 1990s and persists today.
Steve Jackson Games' GURPS (General Universal
Role-Playing System) Supers appeared in the early
1990s and remains in print. This game system's
emphasis on combat realism — inasmuch as the
concept makes sense in a superhero milieu —
places players' characters at considerable risk of
injury or death. 1995 saw the release of Cosmic
Enforcers (Myrmidon Press), an RPG in which super-
humans protect the Earth from invading arachnoid
aliens. A revised, simplified version of Champions —
including much improved interior artwork —
appeared in 1998, and remains in print today;
some of the changes made to the game proved
unpopular, thus prompting a re-release of the origi-
nal rulebook. Also in 1998, Mayfair lost the license
to produce DC Heroes, which moved to Task Force
Games. At roughly the same time, UNI Games
issued Living Legends, a superhero RPG based
upon the venerable Villains and Vigilantes game.
While few of the many superhero RPGs intro-
duced over the past three decades have proved as
durable as the mass-marketed Dungeons and Drag-
ons — which is still going strong today as both Dun-
geons and Dragons and Advanced Dungeons and
Dragons, both under the aegis of Wizards of the
Coast — several still have substantial followings
today. The recent profusion of superhero RPGs,
most of which are available only through specialty
vendors, includes such attractively-packaged entries
as: the light-hearted Superbabes (1997, TriCity
Games), which emphasizes the pulchritudinous pow-
erhouses of Bill Black's AC Comics line; Nemesis: A
Perfect World (2001, Maximum CNG), which blends
superheroics with postapocalyptic science fiction;
Mutants and Masterminds (2002, Green Ronin Pub-
lishing) a game system set in the appropriately hero-
ic-sounding "Freedom City"; Silver Age Sentinels:
The Ultimate Superhero RPG (2002, Guardians of
Order, Inc.), a game supported by a line of miniature
tabletop figurines and whose slick, detailed rulebook
is reminiscent of that of Advanced D&D; Godlike
(2002, Hobgoblynn Press), which chronicles the
clash between the superheroes of the Allies and the
Axis in an alternate World War II; Heroes by Gaslight
(2002, Web of Horrors/Web of Heroes), which
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places superheroes in the Victorian Age; Judge
Dredd (2002, Mongoose Publishing), a game cen-
tered on Britain's over-the-top protector of Megacity
One; Cartoon Action Hour (2003, Z-Man Games,
Inc.), which delivers superheroic action in the mold
of such 1980s animated kid-vid as G.I. Joe, Thun-
dercats, Transformers, and Masters of the Universe;
the DC Universe Roleplaying Game (1999, 2002,
West End Games); and the Marvel Universe RPG
(Marvel Comics, 2003). This abundance suggests
that the market for superhero RPGs is as healthy
today as it has ever been. — MAM
Superhero Slogans
Superhero slogans, catchphrases, words of wis-
dom, and general declarations and utterances have
flooded the popular consciousness since the dawn
of comic books. Delivered via word balloons, actors'
mouths, or radio and television voice-overs, one
cannot deny the power of superhero speech.
Although Superman first appeared in Action
Comics #1 in 1938, much of the mythology of the
hero originated in his radio escapades. On his radio
show, which premiered in February 1940, DC
Comics' press agent Allen Ducovny and Robert
Joffe Maxwell, a former pulp fiction author, scripted
the opening of the show that would be recited — and
varied — countless times: "Faster than an airplane,
more powerful than a locomotive, impervious to bul-
lets! Up in the sky — look! It's a giant bird! It's a
plane! It's SUPERMAN!" The actor hired to portray
both Superman and Clark Kent on-air, Bud Collyer,
gave super-oomph to phrases like "Up, Up, and
Awaaay!" and "This looks like a job for Superman!"
The Man of Steel left the radio airwaves in 1951,
quickly moving into a live-action television show
starring George Reeves. It's here that Superman
became "Faster than a speeding bullet! More pow-
erful than a locomotive! Able to leap tall buildings in
a single bound!" In a continuing variation on the
opening lines from the show's radio counterpart, a
baritone voice announced, "Yes, it's Superman —
strange visitor from another planet who came to
Earth with powers and abilities far beyond those of
mortal men. Superman! Who can change the
course of mighty rivers, bend steel in his bare
hands, and who, disguised as Clark Kent, mild-man-
nered reporter for a great metropolitan newspaper,
fights a never-ending battle for Truth, Justice, and
the American Way!"
Though the comic-book pages are filled with
such wholesome Superman phrases as "Great
Guns!" and "Great Scott!" it's Superman's first
words on the printed page that perhaps best set
the tone for years of adventures to come: Living in
Smallville with his adopted parents, the Kents,
Superman's first words are, "Try again, Doc!"
uttered when a physician tries to give him a shot
from hypodermic needles that keep breaking on his
impervious skin (Action Comics #1, 1938). In the
television show The Adventures of Superman
(1953-1957) actor George Reeves came up with
many pointed lines as both alter ego Clark Kent and
the Man of Steel. In the 1955 episode "The Big
Freeze," for example, Kent admonishes citizens to
get out and vote for the city's next mayor, rather
than rely on Superman to step in and "save the
election" from a gangster crook who is running for
office: "Sometimes, Lois, it's not wise for the peo-
ple to depend on Superman to keep their own
house in order."
As the "Master of darkness" and "foe of all
evil" Batman's expressions are always of the seri-
ous, contemplative sort. The hero dissects compli-
cated mathematical formulas with as much finesse
as he quotes multiple poetic stanzas. But it is Bat-
man's original pun-loving sidekick Robin who is the
better remembered of the two for his nimble-
tongued epithets, often sending super-criminals like
the Joker to near defeat. "Put me in jail ... anyplace
... so I won't have to listen to Robin's puns any-
more," the Joker bemoans in a 1947 issue of Bat-
man. Indeed, Robin's expressions received ample
airplay in the Batman TV show (1966-1968), with
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actor Burt Ward reciting such lines as "Holy Long
John Silver!" and "This Brassy Bird has us Buffalo-d"
with deadpan delivery. Producer William Dozier
delivered the pompous narration, coining such
phrases as, "Same Bat time, same Bat station," to
invite viewers to tune in to the second half of the
weekly aired cliff-hangers. Superimposed over the
show's fight scenes were words like "Pow!"
"Thwack!" and "Pop!," themselves becoming as
iconic as the shows' lead characters.
Other heroes' expressions may not be as well
known as those of the Boy Wonder, yet merit men-
tioning. In comics' Golden Age (1938-1954), Faw-
cett Publishing's young newsboy Billy Batson simply
recited the name "Shazam!" and he became the
grown-up Captain Marvel, embarking on adventures
in the pages of Whiz Comics with the wisdom of
Solomon, the strength of Hercules, the stamina of
Atlas, the power of Zeus, the courage of Achilles,
and the speed of Mercury. So well known is this
catchphrase (in part made popular by the mid-
1970s live-action TV show of the same name) that
people often mistake "Shazam" for the hero's
name. A Silver Age (1956-1969) favorite, the Green
Lantern, recited an oath every time he recharged
his ring, persevering through several comic-book
writers and editors: "In brightest day, in blackest
night, no evil shall escape my sight. Let those who
worship evil's might, beware my power — Green
Lantern's light!" Oaths, magical spells, and super-
incantations flooded Golden Age comic-book sto-
ries, including those of Doctor Fate, Ibis the Invinci-
ble, and Wonder Woman, whose Amazon Code
("Govern yourselves with love, kindness, and ser-
vice to others") and "Aphrodite's Law" are used to
signify the set of carefully defined moral and reli-
gious tenets that govern Wonder Woman's and her
fellow Amazons' behavior.
Stan Lee, Marvel Comics' creative impetus dur-
ing comics' Silver Age, was influenced by Shake-
speare and the Bible when he wrote for the Mighty
Thor, dousing the strip with "Whither goest thou?"
and similar phrases. With Silver Age star Dr.
Strange, Lee blended magical incantations and
oaths, the most oft-used being "by the hoary hosts
of Hoggoth," which preceded every serious Dr.
Strange sentiment. Lee's moralizing Silver Surfer
became, as comic-book historian Mike Benton calls
him, "the voice of conscience for a 1960s genera-
tion," as Lee spoke to his readers about war and
peace, politics and environmentalism, through his
silver-skinned space hero's soliloquies. Other Silver
and Bronze Age heroes with super-epithets include
the monosyllabic Hulk ("Hulk Smash!"); the ever-
enthusiastic Avengers ("Avengers Assemble!"); the
gruff Thing ("It's Clobberin' Time!") and hotshot
Human Torch ("Flame On!") from the Fantastic Four;
and the super-rhyming Isis.
Certain heroes, however, really own their
words, even developing mottos. Spider-Man's mes-
sage to readers — to act responsibly and be
accountable for your actions — comes straight out of
his origin story in Amazing Fantasy #15 (1962):
"With great power, there must also come — great
responsibility!" — GM
Superhero
sfolnevabflHjes
Without adversity or weakness — or the "supreme
ordeal," as myth-master Joseph Campbell contends
in The Hero with a Thousand Faces (1949) — a hero
cannot truly be challenged.
"Kryptonite! Oh ... getting weak ... (Gasp!)"
murmurs the Man of Steel as his routine rescue of
a collapsed train trestle is upended by "vengeful
criminals" who drop a glowing green meteor on him
in Superman #123 (1958). This is just one of the
hero's numerous encounters with kryptonite,
radioactive fragments from the hero's home planet
Krypton. Over the years Superman has writhed in
pain from kryptonite exposure, turned tail and run
from kryptonite meteor showers (actually, he flew),
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and shielded himself from it with lead, the only sub-
stance that can impede kryptonite radiation.
Superman is also vulnerable to magic, and
foes like the mischievous Mr. Myxzptlk have used
incantations and sorcery to plague the Man of
Steel. Kryptonian technology and otherworldly sci-
ence have harmed Superman: The supervillain
Brainiac's shrinking ray made the hero a tiny titan,
and weapons from Darkseid's planet of Apokolips
have pummeled and even enslaved him. Alien dis-
eases, particularly the Kryptonian Virus X, can kill
Superman: In Superman #156 (1962), the hero
thinks he has contracted the illness, but on his
death bed his pal Jimmy Olsen discovers a tiny
speck of kryptonite is actually the culprit for his
malady. When Superman actually does contract
Virus X, in a serialized tale in Action Comics
#363-#366 (1968), his skin turns green and mum-
mifies. Fortunately, his funeral pyre, the sun, is his
salvation, as its radiation kills the virus. A later
exposure to a meteor-borne Kryptonian fungus
almost does the Man of Steel in again in DC
Comics Presents #85 (1985), before the plant-sen-
sitive Swamp Thing is able to defeat the source of
Superman's sickness. The rays of Earth's yellow
sun feed Superman's powers, and once he ventures
from this energy source he weakens. In Superman
#164 (1963), his arch nemesis Lex Luthor goads
the Man of Steel into hand-to-hand combat on a
world with a red sun, where Superman is mortal. In
the revision of Superman's mythos beginning with
the miniseries The Man of Steel (1986), Superman,
slightly de-powered from previous decades, requires
a breathing apparatus when flying through space.
Superman's greatest weakness is also his
most admirable virtue: his compassion. The Man of
Steel's enemies have captured his beloved Lois
Lane, his foster parents Jonathan and Martha Kent,
and his friends Lana Lang, Jimmy Olsen, and Perry
White to lure the hero into traps.
While a lifesaver when blocking kryptonite rays,
lead exposes a frailty of Superman's: His X-ray
vision cannot see through it. This weakness is
minor when compared to Mon-EI's reaction to lead.
This member of DC Comics' Legion of Super-Heroes
becomes deathly ill when exposed to the ore. Mon-
El spent one thousand years in ghostly exile to pro-
tect himself from the common substance, until
Legionnaire Brainiac 5 created an antidote for Mon-
EI's vulnerability. Another member of the Legion,
Ultra Boy, has a peculiar weakness: He possesses
ultra-strength, ultra-vision, ultra-speed, and invulner-
ability, but can only use one power at a time.
Wonder Woman commands two amazing super-
weapons: her magic lasso, which forces captives to
tell the truth, and her bracelets, with which she
repels bullets. Those weapons can work against
her: Wonder Woman can be bound by her own
lasso, and she is robbed of her Amazonian strength
if her bracelets are linked by chains. Green
Lantern's miraculous power ring can fly him through
space, protect him from harm, and create anything
its wearer can imagine, but it has one major imper-
fection: It is ineffective against anything made of
the color yellow. In Justice League of America #21
(1963), supervillain Chronos stops "GL" merely by
spraying him with a "golden mist." The power ring
wielded by the original Green Lantern, who
appeared during comics' Golden Age (1938-1954),
had an equally unusual flaw: It wouldn't work
against wood. The Justice League's Martian Man-
hunter is vulnerable to fire, while the Flash's weak-
ness with food extends far beyond the waistline
woes of the average person: His hyper-fast metabo-
lism burns calories so quickly, Flash must eat fre-
quently to maintain his energy.
Aquaman, DCs Sea King, can only breathe out
of water for an hour. On the cover of Aquaman #44
(1969), the hero is tied to a pier by gangsters, who
sneer that the tide will be up "in about an hour!"
Wide-eyed Aquaman shrieks, "But ... but if I don't
have water ... / die in two minutesU" This Sea King
is not the only superhero who is a sixty-minute man:
Witness the Golden Age hero Hourman, whose Mira-
clo Pill imbued him with enhanced strength and sta-
mina — but only for an hour, as his name suggests.
TH£ SUPBBHeiZO BOOK
s/z
Superhero Vulnerabilities
Billy Batson transforms into Captain Marvel at
his mere utterance of the magic word "Shazam!"
Once his foe Dr. Sivana realizes this, however, he
frequently binds and gags young Batson, thereby
keeping the World's Mightiest Mortal from material-
izing. In the Golden Age, Captain Marvel was often
joined in action by Captain Marvel Jr. (later called
CM3) and Mary Marvel— the Marvel Family— with
each superhero relatively equal in power. Since
being revamped by writer Jerry Ordway in DCs The
Power of Shazam! series (1995-1999), Junior and
Mary now borrow superpowers from Cap when they
say their magic words, making teamwork more
important given their diminished abilities.
Batman is, like many superheroes, mortal — a
serious vulnerability for a superhero constantly in
the line of fire. His flesh is a mass of scar tissue,
from years of gunshots, stab wounds, and burns
sustained in the line of duty. This Dark Knight has
been preoccupied with justice since his childhood
after witnessing the murder of his parents. This
obsession has often embittered him, straining his
relationship with his inner circle (his protege
Nightwing, his sidekick Robin, and his butler Alfred).
Still, he is vehemently opposed to using guns,
which constantly endangers him as he swoops into
action on Gotham City's mean streets.
Many superheroes in the Marvel universe wres-
tle with a variety of vulnerabilities. Daredevil is blind,
but the Man without Fear does not regard this as a
handicap. He is gifted with a "radar sense" that
enables him to "see" objects around him. Spider-
Man's "spider sense" affords him a warning of
impending danger, but it isn't infallible: In The Amaz-
ing Spider-Man #39 (1966), the villainous Green
Goblin penetrates Spidey's line of defense when a
common cold blunts the hero's unique perceptive
power. The arrogant Sub-Mariner has been van-
quished by fire, and the Human Torch's flame-based
powers can be snuffed out with water or a lack of
oxygen. The stretching ability of the Torch's team-
mate, Reed Richards, a.k.a. Mr. Fantastic of the Fan-
tastic Four, has its limits, as does the resiliency of
his pliable body. Richards' wife, the Invisible Woman,
can project force fields, a defense mechanism that
cannot endure repeated or enormous blasts. The
Incredible Hulk's gamma-spawned strength increas-
es with his rage, and the destruction caused by his
rampages often torment his alter ego, Bruce Banner.
Iron Man is plagued by his weakened heart, which
requires energizing from his armor. His alter ego,
industrialist Tony Stark, once struggled with another
weakness: alcoholism. After excessive drinking led
Stark to several mishaps while in armor, he confront-
ed his problem in the classic tale "Demon in a Bot-
tle" in Iron Man #128 (1979).
The uncanny X-Men may be the world's mighti-
est mutants, but they are not without their vulnera-
bilities. Cyclops' optic blasts are so formidable he
cannot control them without his ruby quartz visor.
Rogue can siphon the abilities and memories of
those she touches, denying her human contact with
her loved ones, and Iceman is endangered by heat.
Wolverine's feral impulses must be tempered with
self-control so that he does not kill his opponents,
but maintaining this focus sometimes lessens his
effectiveness in combat. Wrote Les Daniels in Mar-
vel: Five Fabulous Decades of the World's Greatest
Comics (1991): "(Wolverine) must walk forever on a
razor's edge."
A common weakness among superheroes is
electricity — Spider-Man has been zapped by Electro
and the Shocker, and the Electrocutioner has tried
to fry Batman. Archie Comics' Jaguar, who commu-
nicates telepathically with wildlife and appropriates
their attributes, can be stunned by a serious jolt of
electricity. Cybernetic heroes like the Teen Titans'
Cyborg and Marvel's Deathlok can be short-circuit-
ed, and they and armored characters including Iron
Man, the X-Men member Colossus, and Steel are in
danger during encounters with villains with magnet-
ic powers like Magneto and Dr. Polaris.
A familiar vulnerability among many super-
heroes, particularly Marvel's, is self-absorption. Con-
templating his personal problems — from his Aunt
May's failing health to family financial difficulties —
*>\*
TH£ SUPBBHeiZO BOOK
Superheroes and Celebrities
has often impeded Peter Parker in his battles as Spi-
der-Man. Reed Richards boasts remarkable intellect,
and an ego to match, which is his greatest weak-
ness: In Fantastic Four #500 (2003), it impedes the
master scientist from learning the magic spells
needed to free his teammates. Elektra may be the
world's deadliest assassin, but her love for Matt
(Daredevil) Murdock has softened her edge. While
their superpowers and motivations make super-
heroes awe-inspiring, their jealousies, animosities,
and other foibles make them human. — ME
Superheroes
and Celebrities
There are few people who don't wish they could
either have superpowers or be a celebrity. But
comics history is speckled with occasional combi-
nations of the two which remind everyone to be
careful what they wish for.
These uncommon meetings between real peo-
ple and mythic characters are always hard for
comics fans to forget, while often being the only
comics the general public even hears about. Among
such books, the all-time champion, fittingly, involves
a hero of the boxing ring: DC Comics' much-publi-
cized 1978 one-shot, Superman vs. Muhammad AIL
Though nowadays white America has caught up
with black America in seeing Ali as an icon of defi-
ant individualism, back then fewer people could see
through his personal promotion to his political sig-
nificance, and the book was viewed by many as a
crass new low for the medium (along with Marvel
Comics' licensing of KISS, another now-respected
group of celebrities who were then considered the
end of civilization as we know it). In any case, there
was something Space Jam-ishly weird about seeing
the ubiquitous real-life champ and the definitive
two-dimensional titan interact. This mismatch was
mirrored by the combination of beautiful imagery
from one of comics' most phenomenal innovators,
artist Neal Adams, with an off-the-rack space-opera
storyline involving some sort of intergalactic boxing
tournament, giving the effect of an Ed Wood flick
with George Lucas production values.
But while the Ali-Superman bout may be the
most unlikely celebrity-superhero pairing, it is by no
means the most bizarre. That title may go to the
several-issue appearance of insult comedian Don
Rickles and his fictional, even evilertwin, "Goody,"
during Jack Kirby's early 1970s run on Superman's
Pal Jimmy Olsen (issues #139-#141, 1971). That
meeting was itself a bit surprising — Kirby is
acknowledged as the king of superheroic spectacle,
and the bland super-supporting-character was a
strange choice of subject matter — but the "Goody"
Rickles story topped it, inexplicably immortalizing
the abrasive talk-show staple (though, yes, Super-
man himself figures into this storyline, too).
In fact, Superman finds his way into many of
the most-remembered celebrity-superhero summits,
a term that can be taken literally in the case of the
notorious mid-1960s comic which has become a
kitsch classic and a high-priced flea-market fixture:
the issue (Superman #170, 1964) in which the
Man of Steel promotes President Kennedy's physi-
cal fitness program (produced before the presi-
dent's assassination, abruptly pulled, and then
sheepishly published a bit later, reportedly at Lyn-
don Johnson's request).
DCs celebrity team-ups tended toward main-
stream icons like the martyred leader; an early
1970s Robin story, "The King From Canarsie" (Bat-
man #252, 1973), features a thinly veiled variant of
beloved entertainer Danny Kaye. The more-rebel-
lious Marvel tended toward the underground, with
appearances like that of Rolling Stone founder Jan
Wenner in the hundredth issue of Daredevil (1973),
for reasons that seemed obscure even at the time
(though scripter Steve Gerber, who also wrote the
first KISS comic, had a longstanding interest in rais-
ing comics' hipness with references to the then-rev-
olutionary realm of rock).
TH£ SUPBBHeiZO BOOK
5f 9
Superheroes and the Popular Culture
Continuing this partnership with edgy pop-cul-
ture pioneers who are now institutions, an issue of
Marvel Team-Up (#74, 1978) had Spider-Man meet-
ing the John Belushi-era Not-Ready-for-Prime-Time
Players, while a 1984 issue of The Avengers (#239)
starred David Letterman. (Letterman fared better
there than in Frank Miller's classic dystopian Bat-
man series The Dark Knight Returns, in which the
Joker ensures ratings supremacy by mass-murder-
ing the host and his audience on live TV — though to
be fair, he does seem to spare Paul.) As if to offer
belated equal time, a tiresome "team-up" between
Spider-Man and Jay Leno was serialized in the back
pages of many Marvel comics in mid-2002.
Also in the 2000s, both Freddie Prinze Jr. and
Shannon Elizabeth have had less-than-flattering
walk-ons rubbing elbows with the celebrity super-
heroes of Marvel's The Ultimates (2002-present),
who have been seen sitting around speculating on
who could play them in a movie (while it's no con-
test with team leader Nick Fury — a reworking of the
classic Marvel superspy — who in this incarnation is
a dead ringer for Samuel L. Jackson).
That book also belongs to an emerging sub-
genre of George W. Bush cameos, which range from
the surprisingly positive (he's seen as a blunt but
savvy horse-trading pragmatist in Black Panther's
"Enemy of the State II" story arc, issues #43-#45,
2002), to the mildly caricatured (he's the hapless
frontier mayor in the 2003 Rawhide Kid minis-
eries — not a superhero comic, but a widely publi-
cized one), to somewhere in-between (the vigorous
if unreflective cheerleader-in-chief of The Ultimates
and The Order [2002], also from Marvel).
On-target, warts-and-all portrayals of presidents
Jimmy Carter, Bush Sr., and Bill Clinton appear in
Marvel's Supreme Power (2003), a reality-oriented
superhero saga written by a celebrity in his own
right, Babylon 5 creator J. Michael Straczynski —
with a nod to the writer's Hollywood roots from a
character (Dr. Spectrum) explicitly modeled on
Robert Redford. Also crossing the genre barrier by
getting more notice in the rock press than in comics
fandom, Mike Allred's miniseries Red Rocket 7
(Dark Horse Comics, 1997-1998), concerning a
messianic alien musician, features affectionate
cameos from a number of rock legends, including
(for obvious reasons) David Bowie.
But perhaps the most high-profile
celebrity/superhero meet-and-greet of recent years
is, paradoxically, one that didn't end up happening.
The entertainment media was abuzz when Marvel
announced that its book X-Statix (formerly X-Force),
itself a media satire of super-celebrities drawn by
Allred and written by the iconoclastic Peter Milligan,
would run a story arc featuring a resurrected Lady
Di in combat with a murderous royal family. Images
were widely circulated, as were legal threats, and a
censored (if still hilarious) version, with Di renamed
and stuck in a black wig, ran in late 2003.
Only Hollywood can make you a star, and only
the comics can make you super. The co-production
of the two has met with mixed success, but you can
bet it's far from over. — AMC
Superheroes
and the
Popular Culture
Writer Jerry Siegel and artist Joe Shuster had unwa-
vering faith in their Superman creation, even when
newspaper syndicates of the mid-1930s balked at
their outlandish concept. Despite their confidence,
Siegel and Shuster could not, in their wildest
dreams, have imagined that one day, kids and con-
sumers would be eating Superman peanut butter,
Opposite: From Captain America #113 © 1969 Marvel Comics, art by jim steranko.
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Superheroes and the Popular Culture
wearing Superman underwear, and playing Super-
man video games.
But such is the public's fascination with the
superhero. Beginning with the arresting image of
Superman hoisting a sedan over his head on the
cover of Action Comics #1 (1938), the superhero
has captured the attention of the masses, earning
a position of permanence in the social psyche.
TH£ 1940S:
OUT OF WB COMICS AMP
INTO WB WOBLP AT LA2GB
Action was an instant success, prompting pub-
lisher DC Comics to open a floodgate of merchan-
dising bearing Superman's likeness, from the
expected (figurines, bubble-gum cards, and the like)
to the atypical (a table-top lighter for cigarette
smokers). Superman quickly flew into cultural
omnipresence. The first public "sighting" of the
Man of Steel took place in 1939, when Broadway
actor Ray Middleton impersonated the hero at the
New York World's Fair. That very year, the "Super-
men of America" fan club was launched, extolling
the virtues of "Strength, Courage, and Justice," and
a Superman newspaper strip began a decades-long
run. The hero was soon the star of a dramatic radio
program, theatrical cartoons, a paperback novel,
and, at the close of the 1940s, two live-action
movie serials.
Of course, the burgeoning comic-book industry
consisted of other superheroes — Plastic Man, the
Human Torch, the Black Terror, Cat-Man, and count-
less other masked adventurers were among their
colorful legion — and some were translated to the
big screen via live-action movie serials, including
Spy Smasher (1942), Batman (1943), Captain
America (1944), and Congo 6/7/(1948). Outside of
Superman, however, few were licensed into other
areas. A handful of Captain Marvel retail items
(including a paper glider, a tin car, and figures) were
produced. Captain America endorsed a fan club
that not only promoted his Marvel (then known as
Timely) comic but American patriotism itself: the
Sentinels of Liberty, with members receiving a tin
badge. "Apart from the Sentinels of Liberty badge,"
wrote Bill Bruegman in his book, Superhero Col-
lectibles: A Pictorial Price Guide (1996), a youth-
sized Captain America costume produced in the
mid-1940s "is the only known child's product made
from a Timely character."
Sales of superhero comics nose-dived in
post-World War II America and titles rapidly disap-
peared from the stands. At the end of the 1940s,
one might have suspected that superheroes were
merely a flash in the pan born of the Great Depres-
sion and the war's thirst for inspirational figures.
Only a few survived.
W£ 1950S: We AUTHORITY
FIGU2Z OF STZZL
During the 1950s, the frigid fingers of the com-
munist threat gripped the United States in a cold
war, and the Man of Steel helped break the ice.
Superman became a national symbol of the Ameri-
can Way, most notably in the wildly successful live-
action television series The Adventures of Super-
man (1953-1957), starring George Reeves. Reeves
made numerous personal appearances as the Man
of Steel, and also played Superman in a short film
promoting U.S. Savings Bonds, in a commercial for
Kellogg's Grape Nuts cereal, and in a fondly remem-
bered episode of / Love Lucy. As evidence of the
Man of Steel's impact upon popular culture, a 1953
Superman newspaper sequence guest-starred
bespectacled television personality Steve Allen,
with a storyline addressing Allen's physical resem-
blance to Superman's alter ego, Clark Kent.
Superman was perhaps the only ray of hope in
the world of superheroes of the 1950s. The comics
business altered its content to address changing
tastes, and many titles, particularly horror and
crime series, became outrageously graphic. Comics
transformed into what some historians have
deemed boys' "dirty little secret," taboo material
*&
TH£ SUPBBHeiZO BOOK
Superheroes and the Popular Culture
read with flashlights under bedcovers. The comics
industry fell under denunciation in the mid-1950s at
a U.S. Senate subcommittee hearing that foisted
upon publishers a censorship board called the
Comics Code Authority (CCA), a crippling move
putting many players out of business. The History
Channel documentary Comic Book Superheroes:
Unmasked (2003) reported that the industry suf-
fered a 50 percent drop in sales between 1954 and
1956, due to the budding prominence of television,
as well as rock and roll music, "the new teen thing."
To portray to skeptical parents the wholesome-
ness of its product, DC Comics published in its titles
one-page public-service announcements (PSAs) in
comic-book form, featuring Superman (and occasion-
ally other DC characters like Batman and Robin) in
mini morality plays. In a Superman PSA called "Safe-
ty First," for example, the Man of Steel spouts traf-
fic-accident statistics to a careless jaywalker
("32,300 people were killed and 1,150,000 injured
in traffic accidents in a single year!").
THB 1960S:
"POP" GO THB SUP£J2H£POeS
In the 1960s, the superhero commandeered
popular culture, and did so with a "Pow!" The
decade started as did the two prior, with Superman
as the superhero big cheese. Marvel, which had
abandoned superheroes in the 1950s, introduced
its "heroes with problems," offbeat, self-absorbed
characters like Spider-Man, Daredevil, the Hulk, and
the X-Men. By the mid-1960s, the Hulk and Spider-
Man were counterculture icons, appearing along-
side real-world civil-rights crusader Malcolm X on
lists of figures most admired by college students.
Batman (1966-1968), a campy live-action tele-
vision series starring Adam West and Burt Ward as
Batman and Robin, became an overnight ratings
smash. Mere months after the show's premiere, a
quickly produced Batman movie was filmed ("I
worked just over 30 days," recalled West in an inter-
view on the film's 2001 DVD edition), promoted with
a trailer featuring Ward as Robin buoyantly beam-
ing, "Soon, very soon, Batman and I will be bata-
pulting right out of your TV sets and onto your the-
ater screens!" An ensuing wave of "Batmania"
slapped the Dynamic Duo's faces, both pho-
tographed and illustrated, on almost every product
conceivable, including knife-and-fork sets, bubble-
bath dispensers, apparel galore, model kits, and
lunchboxes. "Batman makes a mighty leap into
national popularity" announced the cover of the
March 11, 1966 edition of Life magazine. Recording
artists Jan and Dean released a Jan and Dean
Meet Batman album, and Neal Hefti's surfing-
inspired "Batman" TV theme became stamped onto
the public's musical mind. Batman's fight-scene
graphics — boisterous comic-esque sound effects
like "Crunch!" and "Zowie!" — became part of the
American vernacular to such a degree that in the
twenty-first century, many journalists employ these
exclamations when referencing contemporary
comics-related material.
Batman's popularity sparked a superhero boom
of unprecedented proportions. 1940s superheroes
like Captain America and Plastic Man bounced back
to life, and TV networks raced to create their own
superheroes, live-action and animated, including
Captain Nice, Space Ghost, and Mr. Terrific. Super-
hero parodies flourished, from MAD magazine's
Captain Klutz to the animated series Underdog.
Several licensors' characters (Batman, Spider-Man,
and the Green Hornet, among others) were tunneled
into Ideal's Captain Action toy line, featuring a host
figure that "transformed" into other heroes by don-
ning their uniforms (each sold separately). Super-
man enjoyed a surge in popularity, spinning off into
an animated TV show and a Broadway musical, It's
a Bird, It's a Plane, It's Superman.
The superhero continued to serve as a super-
pitchman. Superman endorsed New Jersey's Pal-
isades (amusement) Park in comic-book ads that
included a ticket for a free ride on the Batman
slide. ABC-TV commissioned a promotional comic
book to plug its Saturday fare: America's Best TV
THB SUPBBHeiZO BOOK
*s
Superheroes and the Popular Culture
Comics (1967) was an eighty-page giant with the
Jack Kirby-drawn Mr. Fantastic (of the Fantastic
Four) on the cover, along with Spider-Man, Casper
the Friendly Ghost, and other cartoon stars. Mar-
vel's comic books hyped a line of peripherals like
inflatable Spider-Man pillows and Fantastic Four
sweatshirts. The short-lived TV series The Green
Hornet (1966-1967) inspired a brief but impressive
spate of merchandising, including playing cards, a
kite, a paint-by-number set, and walkie talkies.
Real-life painter Roy Lichtenstein interpreted
comic-book panels into a series of "pop-art" por-
traits incorporating word balloons, primary colors,
and Ben-Day dots, mimicking the primitive four-color
printing techniques of the day. Lichtenstein's comics-
inspired works helped legitimize comics as an art
form and remain popular in the twenty-first century.
THB 1970S ANP BZYONP:
supezHzzoes,
supezHzzoes, evezwHezei
As an entertainment force and a licensing vehi-
cle, the superhero soared to new heights in the
1970s. After decades of increasing media satura-
tion, Superman had grown into an icon, immortal-
ized in music (Jim Croce warned, "You don't tug on
Superman's cape" in his hit "You Don't Mess
around with Jim" [1973], and Barbra Streisand
released an album titled Superman [1977]), in poli-
tics (a popular poster released in 1971, during the
height of the Vietnam War, depicted Superman
flashing the "peace sign"), and even in junk food
(Superman Pretzels and Superman Peanut Butter).
And the Man of Steel wasn't alone in such impact:
The coveted cover shot for the inaugural issue of
Ms. Magazine in 1972 was won by Wonder Woman.
A blitz of products bearing the likenesses of
Marvel and DC superheroes inundated retail mar-
kets, and their characters continued to pitch other
products, including a fondly remembered but rather
odd mid-1970s campaign by baker Hostess selling
its wares to comic-book readers through one-page
illustrated adventures (an example: a Shazam!
installment in which Captain Marvel investigates
the "strange disappearance of cup cakes around
the world"). Superheroes flourished on TV, from new
creations like Isis and ElectraWoman, to DCs kid-
friendly Super Friends cartoon, to primetime dramas
starring the Hulk, Wonder Woman, and Spider-Man.
The box-office muscle of the live-action Superman:
The Movie (1978) elevated the superhero to multi-
million-dollar blockbuster status, and the then-
emerging video-game industry ushered the Man of
Steel (and later, many other comics heroes) into
this exciting new world.
These merchandising trends continued through-
out the 1980s, and the phenomenal success of
director Tim Burton's Batman (1989) only cemented
the superhero's role as a mass-media force (and as
a cash cow). By the 1990s, generations of con-
sumers had been exposed to superheroes through
film, TV, cartoons, video and computer games, action
figures, apparel, snack and breakfast food, fast-food
kids' toys, and even amusement parks (various
theme parks feature rides based on Batman, Super-
man, Spider-Man, the Hulk, and the X-Men, with
actors wearing superhero costumes intermingling
with park-goers). As confirmation of his iconic sta-
tus, an animated Superman teamed with comedian
Jerry Seinfeld in a 1998 television commercial for
American Express. Seinfeld, not the Man of Steel, is
the commercial's real hero, coming to Lois Lane's
aid when she finds herself trying to buy groceries
without any cash. The licensing of superheroes has
become big business for comic-book publishers; so
big, in fact, that revenues generated by merchandis-
ing far exceed profits earned by the comic books
themselves, posing the ultimate irony: The popularity
of superheroes through competing media has
adversely affected the appeal of the superhero's
source material, the comics.
While comics publishers of the 2000s explore
new methods of attracting readers, vintage comic
books, particularly those of the Golden Age
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TH£ SUPBBHeiZO BOOK
Superheroes in Prose
(1938-1954) and Silver Age (1956-1969), are
becoming increasingly rare — the better the condi-
tion (or grade), the higher their value. In "Big Bucks
in Collectible Comics," an August 4, 2003 CBS
News.com report, investor Bob Storms revealed
that in 2002 he sold a copy of Marvel's Amazing
Fantasy #15 (the first appearance of Spider-Man)
for $32,500 — a comic he bought four years earlier
for $20,000. Baltimore, Maryland, businessman
Steve Geppi, President and CEO of Diamond Comic
Distributors, issued an October 31, 2003 press
release announcing, "I'll pay at least $25,000 for
an unrestored, complete copy in good condition,
and up to $1 million for a genuine, 'near mint' con-
dition copy of Action Comics #1."
Profits aside, comics collecting often inspires
mockery from the masses: The nebbish "Comic
Book Guy" is a recurring character on Fox's animat-
ed series The Simpsons (1989-present), and the
September 29, 2003 episode of the CBS sitcom
Yes, Dear categorized guest star Tim Conway's new-
found hobby of comic-book collecting as a peculiari-
ty. Similarly, a young girl fascinated by the Marvel
superhero Thor received some ribbing in the movie
Adventures in Babysitting (1987), as did a
preschooler who always wears a Flash costume in
the Eddie Murphy comedy Daddy Day Care (2003).
But thousands of superhero (and comic-book)
fans remain undaunted by the taunts. The San
Diego Comic-Con, an international Mecca for mat-
ters fantastic, attracts tens of thousands of atten-
dees each year and has become so important that
major Hollywood stars now make appearances to
promote their superhero and action films (included
among the guests of the 2003 show were actors
Angelina Jolie, Halle Berry, Hugh Jackman, Quentin
Tarantino, and Alfred Molina). Grade-school kids
have superheroes all their own, like the star of Dav
Pilkey's Captain Underpants books, and preschool-
ers are amazed by Sesame Street's Super Graver.
And lest one regard superheroes and comics as
juvenile pap, Michael Chabon's 2000 novel, The
Amazing Adventures of Kavalier and Clay (loosely
based on the lives of the Golden Age's classic team
of comics creators, Joe Simon and Jack Kirby), won
a Pulitzer Prize and is being adapted into a motion
picture. Noting the cultural importance of super-
heroes, former Batman editor and writer Dennis
O'Neil remarked, on the Comic Book Superheroes:
Unmasked program, that the editors of Batman and
Superman comic books have become "custodians
of folklore." Their venues may be forever changing,
but superheroes are here to stay. — ME
Superheroes
in Prose
The adaptation of superheroes into prose fiction
goes back to the very genesis of the superhero
genre. Indeed, Philip Wylie's 1930 science-fiction
novel Gladiator— the tale of an invincible superpow-
ered man who lives among normal humans — pre-
dates the advent of Jerome Siegel's and Joe Shus-
ter's Superman by eight years. Just four years after
debuting in 1938's Action Comics #1, and two
years after gaining national prominence via the
Superman radio program, the last son of Krypton
starred in his first novel: The Adventures of Super-
man by George Lowther (1942), a book that intro-
duces the current spelling for the name of Super-
man's Kryptonian father Jor-EI (as opposed to Jor-L).
A steady stream of pictureless superhero text narra-
tives followed over the ensuing decades, almost all
of them based upon heroes that originated in the
comics. Superman and other high-profile DC
Comics heroes, such as Batman and Wonder
Woman, and flagship Marvel Comics characters like
Spider-Man and the Hulk, all became prose protago-
nists, often due to the efforts of comic-book writers.
Among the more memorable superhero novels
were a pair of Bantam releases from the 1960s:
1967 's The Avengers Battle the Earth-Wrecker by
science-fiction writer Otto Binder (Binder also wrote
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scores of Captain Marvel stories for Fawcett during
the 1940s and 1950s) and Captain America: The
Great Gold Steal by Ted White (1968). Armed with
the editorial expertise of Len Wein (co-creator of
DCs Swamp Thing and Marvel's "new" X-Men) and
Marv Wolfman (co-creator of DCs New Teen Titans
and Marvel's Blade the Vampire Slayer), Pocket
Books picked up the Marvel license in the late
1970s, releasing a short fiction anthology (Stan
Lee Presents the Marvel Superheroes, featuring the
Hulk, the Avengers, the X-Men, and Daredevil,
1979) and a raft of short novels, all of which are
long out of print.
Among these out-of-print gems are: The Amaz-
ing Spider-Man: Mayhem in Manhattan by Len Wein
and Marv Wolfman (1978); The Incredible Hulk:
Stalker from the Stars by Len Wein, Marv Wolfman,
and Joseph Silva (1978); The Incredible Hulk: Cry of
the Beastby Richard S. Meyers (1979); Captain
America: Holocaust for Hire by Joseph Silva (1979);
The Fantastic Four: Doomsday by Marv Wolfman
(1979); Iron Man: And Call My Killer... Modok! by
well-regarded science-fiction author William Rotsler
(1979); Doctor Strange, Master of the Mystic Arts:
Nightmare, also by Rotsler (1979); The Amazing
Spider-Man: Crime Campaign by comics writer Paul
Kupperberg (1979); The Avengers: The Man Who
Stole Tomorrow by Avengers and Iron Man writer
David Michelinie (1979); and The Hulk and Spider-
Man: Murdermoon by Paul Kupperberg (1979).
Meanwhile, DCs stable of heroes was also begin-
ning to make inroads into text-only storytelling with
Superman: Last Son of Krypton, a novelization of
the 1978 Superman motion picture by Superman
comics writer Elliot S. Maggin (1978). Maggin fol-
lowed this up with Superman: Miracle Monday
(1981), a novel set in the far future, when mankind
has colonized the entire solar system — but still
sets aside a day to commemorate the life and
achievements of Earth's mightiest hero. Maggin
also penned Starwinds Howl (1997), a novella
about Superman's boyhood pet, the Kryptonian
super-dog Krypto, who had been "retconned" out of
existence (removed from the Superman mythos by
means of "retroactive continuity") in 1986 (Action
Comics #583).
Also in 1986, Marvel and role-playing game
(RPG) manufacturer TSR collaborated on the Marvel
Adventure Gamebooks, a series of short paperback
novels that straddled the worlds of prose fiction and
RPGs. In titles such as Jeff Grubb's Amazing Spider-
Man: City in Darkness and Jerry Epperson and
James M. Ward's Wolverine: Night of the Wolverine,
the reader could "steer" Spider-Man through various
story scenarios, keeping tabs on the protagonists'
power levels and fighting ability by means of custom
"stat cards" bound into the books. DCs heroes
began ramping up their literary appearances by the
decade's end, with novelizations of the 1989 Warner
Bros. Batman film and Batman Returns (1992), both
by Craig Shaw Gardner.
Buoyed by the success of these films and their
merchandising, the Caped Crusader and members
of his supporting cast soon starred in several origi-
nal Warner Books novels, including: The Batman
Murders by Craig Shaw Gardner (1990); Batman: To
Stalk a Specter by Simon Hawke (1991); Batman:
Captured by the Engines by award-winning horror
novelist Joe R. Lansdale (1991); and Catwoman:
Tiger Hunt by fantasists Lynn Abbey and Robert
Asprin (1992). Several anthologies of short fiction
dedicated to DCs highest-profile superheroes and
villains, all edited by Martin H. Greenberg, also
appeared during this period, including: The Further
Adventures of Batman (1989); The Further Adven-
tures of the Joker (1990); The Further Adventures
of Batman Volume 2: Featuring the Penguin (1992);
The Further Adventures of Batman Volume 3: Fea-
turing Catwoman (1993); The Further Adventures of
Superman: All-New Adventures of the Man of Steel
(1993); and The Further Adventures of Wonder
Woman (1993).
In the late 1980s, superheroes with no prior
experience on the comics page were being intro-
duced in "shared world" prose novels. Wild Cards
was a series of "mosaic novels," assembled by a
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large group of writers working in tandem. The series
began publication in 1986 with Wild Cards, a tale
that presented superheroes originally conceived for
use in superhero role-playing games by a group of
distinguished science-fiction authors spearheaded
by George R. R. Martin (the series' editor) and
Melinda M. Snodgrass (the assistant editor since
the sixth volume), with stories contributed by
Edward W. Bryant, Pat Cadigan, Michael Cassutt,
Chris Claremont, Arthur Byron Cover, Leanne C.
Harper, Stephen Leigh, Victor Milan, Gail Gerstner-
Miller, John J. Miller, Laura J. Mixon, Kevin Andrew
Murphy, Lewis Shiner, Walton Simons, Howard Wal-
drop, Sage Walker, Walter Jon Williams, William F.
Wu, and Roger Zelazny.
The central conceit of Wild Cards is that an
alien organism (the Wild Card virus) is released over
New York in 1946, randomly killing 90 percent of the
city's population; those who died are said to have
drawn the Black Queen from the Wild Card virus'
genetic deck. Of the 10 percent who survive the
infection, 90 percent of these become horribly
mutated and disfigured — genetic "Jokers." The virus
bestows comic-book-style superhuman powers upon
the small remainder, who are known thereafter as
"Aces," and also gives fantastic abilities to some of
the Jokers. The Aces and Jokers quickly sort them-
selves out into bands of heroes, like the super-
strong Golden Boy, the thunder-throwing Black Eagle,
Fortunato the Tantric magician, the body-switching
Sleeper, and the Great and Powerful Turtle, or
become villains like the mind-enslaving Puppetman,
the lethal-handed Demise, the bloodthirsty Carnifex,
or the brain-eating Deadhead. The term "Joker" is
considered pejorative, and those who have never
been exposed to the virus (the vast majority of the
human species) are known as "Nats."
The story spans several decades as the Aces
and Jokers face the McCarthyism of the 1950s,
endure the social upheavals of the Vietnam period,
and fight the good fight against renegade Jokers dur-
ing the Reagan-Bush years and into the 1990s. The
first Wild Cards novel series ran twelve volumes, fin-
ishing up in 1993. Marvel produced comics based
upon the Wild Cards novels in 1990 and 1991, and
a second cycle of Wild Cards novels (whose first vol-
ume was titled Card Sharks) began in 1993.
American superhero comics made an enormous
impression on English writer Neil Gaiman (best
known as the creator of the DC/Vertigo comics
series Sandman), inspiring him to co-create and co-
edit the prose-based Temps series (with co-creator,
co-editor, and contributor Alex Stewart). Temps
(1991) and Euro Temps (1992) set up the saga of
the British League of Superheroes and the villains
who bedevil them, presenting the familiar-yet-alien
history that results from the presence of superhu-
mans in the United Kingdom and in Europe. Like the
Wild Cards volumes, the Temps books occur in a
shared world, a literary quilt created from the short
fiction of such science-fiction writers as Christopher
Amies, Tina Anghelatos, Molly Brown, David V. Bar-
rett, Storm Constantine, Anne Gay, Colin Greenland,
Graham Higgins, Liz Holliday, Jenny Jones, Graham
Joyce, Roz Kaveney, David Langford, Marcus L. Row-
land, Brian Stableford, and Jack Yeovil.
Back in the States, Superman grabbed interna-
tional headlines by dying at the hands of the ultra-
powerful villain Doomsday (Superman vol. 2 #75,
1993). Fortunately, the Man of Steel's demise
proved only temporary, and dovetailed with a hard-
cover novel titled The Death and Life of Superman
by Superman comics writer Roger Stern (1993). Not
to be outdone, Batman sustained and overcame
grievous injuries in a 1993-1994 DC Comics story
arc titled "Knightfall," which inspired the hardcover
novel Batman: Knightfall by veteran Batman comics
writer Dennis O'Neil (1994).
Marvel's superheroes experienced what was
arguably their greatest prose renaissance from
1994 until 1999, during the joint publishing program
of the now-defunct Byron Preiss Multimedia Compa-
ny and Berkley Boulevard Books, a team-up that was
initially under the direction of editor and writer Keith
R. A. DeCandido. This prolific alliance yielded forty-
five novels and seven short fiction anthologies, cov-
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Superheroes with Disabilities
ering a wide pallet of Marvel heroes ranging from the
X-Men to Nick Fury, Agent of S.H.I.E.L.D.
Among the most memorable titles were: Iron
Man: The Armor Trap (1995) by Greg Cox, who is per-
haps best known as a Star Trek novelist; The Incredi-
ble Hulk: What Savage Beast (1995), an immensely
popular hardcover novel by Peter David, who has
written Hulk's comics adventures longer than anyone
else, and has established critical backstory for the
Hulk and his supporting cast (in the novel and in the
comics) that is now considered as canonical as the
original Stan Lee/Jack Kirby material from the early
1960s; The Ultimate Super-Villains (1996), a short-
fiction anthology edited by Marvel pioneer Stan Lee;
X-Men: Smoke and Mirrors by eluki bes shahar
(1997), a tale that successfully evokes the best
Uncanny X-Men comics work Chris Claremont and
John Romita Jr. did in the 1980s; The Incredible
Hulk: Abominations (1997) by Jason Henderson,
one of the most dramatic, character-driven, and
action-packed Hulk/Abomination clashes ever exe-
cuted in any medium; Untold Tales of Spider-Man, a
short-fiction anthology edited by Stan Lee and Kurt
Busiek (1997); The Fantastic Four: Countdown to
Chaos by Pierce Askegren (1998); The Fantastic
Four: Redemption of the Silver Surfer by Michael Jan
Friedman (1998); Spider-Man: Venom's Wrath, a
suspenseful police procedural tale by Keith R. A.
DeCandido and Jose R. Nieto (1998); Generation X:
Crossroads by J. Steven York (1998); The Ultimate
Silver Surfer, a short-fiction anthology edited by Stan
Lee (1999); and science-fiction writer Adam-Troy
Castro's critically-acclaimed trilogy of Spider-Man
novels, The Gathering of the Sinister Six (1999), The
Revenge of the Sinister Six (2000), and The Secret
of the Sinister Six (2002).
Because of legal disputes between the publishing
partners and Marvel's bankruptcy woes, this line of
books was temporarily shut down in 1999, though
Berkley Books picked up the reigns solo and issued
the remaining titles between 2000 and 2002. Marvel's
mutants even teamed up with the crew of the U.S.S.
Enterprise-D in Michael Jan Friedman's Star Trek: The
&*
Next Generation and the X-Men: Planet X (1998), a
novel that grew out of a superhero-Star Trek crossover
in Marvel's then-current Star Trek comics line.
During the 1990s, DCs superpowered pantheon
maintained its visibility in the world of letters by grac-
ing the pages of several more hardcover novels. Bat-
man turned his attention to the horrific crime of
pedophilia in Batman: The Ultimate Evil, penned by
crime writer, children's advocate, and attorney Andrew
Vachss (1995). Kingdom Come by Elliot S. Maggin
(1998) engages a graying Justice League of America
from an alternate future in a final apocalyptic battle,
based on DCs Kingdom Come comics miniseries
(1996). Batman: No Man's Land, by Detective Comics
story sensation Greg Rucka (2000), adapts into prose
a 1999-2000 DC Comics story arc in which Gotham
City sustains horrendous earthquake damage,
prompting Batman to embark on a mission of mercy.
DC has further added to fans' bookshelves in the
2000s with a series of paperback novels on individual
Justice League members from Pocket Books.
The crowning literary achievement for the comic-
book hero is doubtless Michael Chabon's original
novel, The Amazing Adventures ofKavalier& Clay
(2000). This story of two young Jewish boys coming
of age during the gritty Great Depression years and
finding success in the fledgling comics business with
their escape-artist superhero creation ("the Escapist,
Master of Elusion, whom no chains could hold nor
walls imprison") won the Pulitzer Prize in fiction in
2001 — and went a long way toward making comic-
book superheroes respectable in the jaundiced eyes
of the bluenosed literary orthodoxy. — MAM
Superheroes wtih
Qisabmes
In the time it will take to read this entry, real-life
superheroics will occur. A blind woman will safely
cross the street. A teenage boy whose body is crip-
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Superheroes with Disabilities
pled with cerebral palsy will rise unassisted from a
chair. Physically and mentally challenged individuals
who refuse to be handicapped by their conditions
overcome adversity in virtually every facet of their
lives. Superheroes do exist.
Some fictional superheroes face impediments
that make their feats of bravery even more Her-
culean. Daredevil, Marvel Comics' "Man without
Fear," leaps fearlessly off of metropolitan rooftops
in pursuit of criminals, and pounces into armies of
heavily armed gangsters — awe-inspiring actions that
truly flabbergast when one considers the hero's
blindness. The accident that robbed his alter ego,
lawyer Matt Murdock, of his vision — exposure to a
radioactive isotope — heightens his other senses
and imbues him with a "radar sense" that allows
him to perceive nearby objects, helping compensate
for his lack of sight.
Daredevil may be the most recognized blind
superhero, but others preceded him. The Black Bat,
a hero originating in 1934 in the pulp magazines —
periodicals published on inexpensive "pulp" paper
and featuring prose adventure stories — loses his
vision when, in his true identity of district attorney
Terry Quinn, acid is splashed in his eyes by criminals
attempting to destroy evidence. Quinn receives a
transplant from an eye donor, and emerges, strange-
ly, with the capacity to see in the dark. He conceals
this enhancement from the world, maintaining a
blind fagade as Quinn, but taking to the streets at
night as the crime-crushing Black Bat. The comic-
book hero called the Mask (not to be confused with
the offbeat Dark Horse Comics character portrayed
by actor Jim Carrey in the 1994 blockbuster film of
same name) is a district attorney who loses his
sight, then regains it and becomes a costumed vigi-
lante. It's interesting to note that he, the Black Bat,
and Daredevil all share the same vocation — law —
and all are blind. The original Mask debuted in Bet-
ter Publications' Exciting Comics #1 (1940).
In DC Comics' Ail-American Comics #25
(1941), readers first encountered surgeon Charles
McNider, who is blinded in a mishap but discovers
that he possesses perfect night vision. Accompa-
nied by Hooty, an owl, he becomes the nocturnal
superhero Dr. Mid-Nite, later joining the Justice
Society of America (JSA). The hero was succeeded
in the guise in 1985 by Beth Chapel, an African
American medical student who also was robbed of
her ability to see. She became Dr. Midnight (differ-
ent spelling), and served with Infinity, Inc. before
dying in a battle against the lord of darkness, Eclip-
so. In 1999, yet another physician, Pieter Cross,
was engaged in unorthodox medical experiments
that cost him his sight, adopting the name (and
original spelling) of the first Dr. Mid-Nite. This ver-
sion of the hero is among the roster of the 2000s
incarnation of the JSA. Other vision-challenged
heroes include the X-Men's Psylocke, who lost her
eyesight but received cybernetic eyes, and Marvel's
Shroud, a dark-clad vigilante who willingly allowed
himself to be blinded to receive the "gift" of
extrasensory perception from the goddess Kali.
A few superheroes are vertically challenged — or,
in less politically correct terminology, short. In Ail-
American Comics #19 (1940), Al Pratt, long ridiculed
for his five-foot stature, undergoes physical training
to become the pint-sized pummeling powerhouse,
DCs original Atom. "Shorty" Wilson, a former football
player of diminutive height, wears a cloak and fedora
and tackles criminals as the Shadow homage called
the Black Dwarf in publisher Harry "A" Chesler's Red
Seal Comics #14 (1945). Rackman, bowing in 1947
in Hillman Periodicals' Clue #12, is a little person
who walks on stilts when fighting crime. Tom Thumb
is a purple-and-green-dressed tiny titan in Marvel
Comics' Squadron Supreme, and Eugene Milton
Judd — barely three feet tall — is a beefy former night-
club bouncer who is better known as Puck of Mar-
vel's Canadian superteam Alpha Flight.
Some superheroes have overcome amputations.
DCs Aquaman lost a hand in a 1994 conflict, replac-
ing it with a hook. In 2001, his hand regenerated —
but as living water, not flesh — due to a spell from the
mystical Lady of the Lake. Most of Victor Stone's
body was destroyed in an accident and replaced with
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Superheroes with Disabilities
cybernetics. As Cyborg, he has used his artificial sub-
stitutions, including interchangeable hands with dif-
ferent combative functions, as one of the Teen
Titans. Originally resentful of his plight, Stone accept-
ed the change and became an aide to children with
disabilities after meeting a young boy with a prosthet-
ic arm in the landmark tale "A Day in the Life" in DC
Comics' The New Teen Titans #8 (1981).
Sensory impairment has affected, but not
stopped, a few superheroes. Cyborg's Teen Titans
teammate Joseph Wilson (Jericho) was mute. The son
of the Titans' arch nemesis Deathstroke the Termina-
tor, Jericho had the ability to possess others' bodies,
and communicated with his friends via hand signals,
but ultimately died at the hand of his father. Assassin
David Cain taught his daughter Cassandra only one
language: violence. The mute teen, trained to follow in
her father's footsteps, was shown guidance by Gotham
City's heroes Batman and Oracle, and became the new
Batgirl. Batgirl has since developed verbal communica-
tive abilities thanks to her support network. Hawkeye,
the ace archer of Marvel's mightiest heroes, the
Avengers, sustained a profound hearing loss in an
accident and is dependent upon digital hearing aids.
Mental illness bears a stigma in modern soci-
ety, yet some superheroes have fought crime
despite psychological problems. The schizophrenic
Badger, appearing in print in the 1980s, brutally tar-
geted ne'er-do-wells who harmed animals and spat
on sidewalks. In DCs six-issue Rose & Thorn minis-
eries (2003-2004), Rhosyn Forrest's psyche is sev-
ered by rage after her father's murder, creating two
wholly separate personalities: the docile Rose and
the vengeful superheroine Thorn. Rose & Thorn
updated the split-personality crime fighter who
debuted in Superman's Girl Friend Lois Lane #105
(1970). In 2000, DC Comics published Realworlds:
Batman, a poignant tale about a mildly retarded
young man who believes he is Batman, and tackles
street punks dressed in a makeshift superhero cos-
tume, nearly dying in the process.
There are superheroes whose alter egos lack
the ability to walk unassisted. Both Freddy Freeman
and Dr. Don Blake were "lame," requiring a single
crutch or cane to walk. Yet they became ambulato-
ry — and superpowerful! — after transforming into
their amazing identities of Captain Marvel Jr. and
the mighty Thor. Similarly, war journalist John Mann,
a former soldier who lost his right leg in combat,
was first seen in Charlton Comics' Mysteries of
Unexplored Worlds #46 (1965). While standing
amid the ruins of a Roman temple, he shrieks to
the heavens, lamenting the bloodshed of human
conflict, and is transported by a bolt of lightning to
Olympus, where the gods transform him into the
superstrong Son of Vulcan. Freemind, the premier
superhero from the 2002 startup publisher Future
Comics, is "a brilliant man in a useless body," a
quadriplegic who transfers his mind into a super-
heroic form (a concept previously seen in Marvel's
It, the Living Colossus, a stone giant possessed by
a wheelchair-bound master). Silhouette, a crippled
member of Marvel's teen team the New Warriors,
has used crutches in combat.
Marvel's Human Fly is an unnamed man who is
injured in an automobile accident and informed that
his legs are now useless in The Human Fly#l
(1977). He beats the odds through rehabilitation
and determination, not only regaining the ability to
walk but also perfecting his body. In a red-and-white
suit and cowl, with magnetic-grip gloves and boots,
he raises awareness and money for the handi-
capped as the Human Fly. His adventures ran for
nineteen issues.
Perhaps the most famous disabled hero is
Charles Xavier, or Professor X, founder of the
mutant assemblage the X-Men. An accident robbed
him of the use of his legs and permanently placed
him in a wheelchair, but thanks to his uncanny tele-
kinetic powers and his proven leadership qualities,
his authority is never questioned. Niles Caulder, the
"Chief" of the Doom Patrol, also directs DC Comics'
"world's strangest heroes" from a wheelchair.
Barbara Gordon, who once fought alongside
Batman and Robin as Batgirl, became a paraplegic
after being shot by the Joker. Initially despondent
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Superheroines
over her paralysis, she later channeled her energies
into the cultivation of a vast computer network,
secretly becoming Oracle, the information broker for
numerous DC superheroes. Batman, Robin,
Nightwing, and the Suicide Squad are among those
who have relied upon her ability to ferret out valu-
able data, and she works closely with heroines
Black Canary and the Huntress as the point person
of the covert team Birds of Prey. Oracle has proven
to herself, and to others, that she need not walk to
be an asset to justice. "Barbara is stronger than
she knows, and this is, perhaps, her only great
weakness," wrote DC Comics scribe Devin Grayson
in Wizard magazine's 1998 Batman special edition.
"Hyper-defensive about her disability, she has, if
anything, over-compensated. However, her very
determination to remain self-reliant, though
admirable and inspiring, has made her less willing
than ever to accept support or aid of any kind."
The disabilities experienced by most of the
aforementioned superheroes have largely been gim-
micks — the "blind" hero, the "short" hero — or
shunted aside after a magical transformation (i.e.,
crippled Freddy Freeman converts, with a bolt of
magic lightning, into the superboy Captain Marvel
Jr.). And their handicaps were preexisting, as in the
case of Professor X (he was in his wheelchair when
readers first met him in X-Men #1 [1963]), or intro-
duced as part of their origins (Matt Murdock lost
his sight in Daredevil #1 [1964]). As Oracle, howev-
er, Gordon stands tall as the most empowering dis-
abled superhero. Readers witnessed her tragedy,
and watched her rise above it.
Arguably, two other heroes with disabilities are
equally empowering, if not more so. "Never under-
estimate the powers of the handicapped" asserted
Damon Wayans' Handi-Man, the physically chal-
lenged superhero seen on Fox-TV's In Living Color
(1990-1994). While played for laughs, Handi-Man,
and his diminutive sidekick the Tiny Avenger, cru-
saded for the rights of the disabled. And actor
Christopher Reeve, who catapulted to fame starring
as the Man of Steel in the franchise of four live-
action Superman movies between 1978 and 1987,
was seriously hurt in a 1995 horse-riding accident,
becoming a paraplegic. In the years since his injury,
Reeve has advocated for severed spinal-cord
research, raising money, awareness, and hope for
the cause. He is more a superman in actuality than
he ever was on screen. — ME
Svpevhevohies
Superheroes, no matter their media of presentation,
have always held a mirror to society and offered a
reflection of cultural attitudes. No better example of
this can be found than with super/iero/nes.
Jerry Siegel and Joe Shuster were teen nebbish-
es when they created Superman, and their brazen
Man of Steel clearly embodied the male adolescent
power fantasy: He was handsome, self-assured, in
control, and robust, attributes most insecure
teenage boys can only covet. Little did Siegel and
Shuster realize that they were paving a societal
super-highway with their character. Following Super-
man's phenomenally lucrative 1938 debut, a heroic
brotherhood quickly appeared: Batman, Captain Mar-
vel, Sub-Mariner, the Human Torch, Captain America.
Even the teenage sidekicks, like Robin the Boy Won-
der and Bucky, were high-spirited males. The bur-
geoning business of superhero comics was the pub-
lishing equivalent of the "He-Man Woman Hater's
Club" from the Little Rascals film shorts. When
women did appear in comics, they were damsels in
distress. It's no wonder that girls found this new
genre of comic books unattractive.
we FTZST
FBMAie supezHezoes
Comics publishers of this era tried to attract a
female audience — they just didn't try very hard. Four
significant female heroines, although not super-
heroines in the strictest sense, all showed up in
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1940. First came Fantomah, Mystery Woman of the
Jungle, an unabashed attempt to milk the success
of The Phantom and Sheena, Queen of the Jungle.
Bowing in Fiction House's Jungle Comics #2 (Febru-
ary 1940), Fantomah wore no mask, but instead
transformed her appearance from a beautiful blonde
to a skull-faced monstress (keeping her flowing gold-
en locks in the process), using her supernatural
powers to combat evil. During her four-year career,
she was confined to Jungle Comics' backup strips,
almost as if Fiction House was ashamed of her. On
his Toonopedia website, Don Markstein observed,
"From beginning to end, Fantomah was obscure
almost to the point of vanishing."
The Woman in Red, the first costumed hero-
ine, originally donned her disguise in Standard
Comics' Thrilling Comics #2 (March 1940). She
was actually police officer Peggy Allen, but by
night she sported a crimson hood, mask, and
cloak — as well as a revolver — to mop up crime
without the judicial restraints that tied her hands
in her day job. Fighting gangsters and thugs until
1945, the Woman in Red fared slightly better than
Fantomah: While she was never cover-featured on
Thrilling, her headshot was squeezed onto the
covers of America's Best Comics #1 and #2
(1942). Largely unknown other than for her histor-
ical significance, the Woman in Red managed to
resurface in 2001 in an homage by Alan Moore in
the pages of ABC's Tom Strong (and in a related
2003 miniseries, Terra Obscura), and appears
among AC Comics' vast stable of reclaimed char-
acters from comics history.
On the heels of the Woman in Red came Lady
Luck, first seen in the June 2, 1940, newspaper
comic-book supplement, The Spirit. Lady Luck was
the feminine answer to the Green Hornet — she
even had her own "Kato," a chauffeur named Pee-
colo. She was actually a bored socialite, Brenda
Banks, who at night concealed her identity with a
green veil and caught criminals for kicks. Like the
Hornet, Lady Luck was wanted by the law, complicat-
ing Banks' relationship with the police chief.
In November 1940 readers were introduced to
the first cross-dressing superhero: Red Tornado.
Strictly played for laughs, Red Tornado was actually
Ma Hunkle, a stout matron who dressed up in red
long Johns and a cooking pot for a helmet in the
Scribbly series appearing in DC Comics' All Ameri-
can Comics, starting with issue #20.
The first supervillainess also premiered in
1940. In the pages of Batman #1, Batman and
Robin encountered a natty cat burglar slinking
about in a form-fitting green dress. Batman was
smitten by this kitten calling herself "The Cat," but
before long she would be renamed Catwoman, and
would begin a lengthy career as a sometime-thief,
sometime-heroine.
As evidenced by the low profile afforded Fan-
tomah and the Woman in Red, comic-book publish-
ers weren't convinced that a superheroine could
sell a comic. Newspaper syndicates were more
courageous, and in April 1941 a vivacious cos-
tumed heroine dressed in a skintight leopard suit
began fighting crime in a Sunday newspaper comic
strip. This was Miss Fury, a character whose series
"combined intelligently written mysteries with cine-
matic action sequences shown from multiple view-
points," according to superheroine historian Trina
Robbins in her book The Great Women Superheroes
(1996). Miss Fury feared no man, slapping and
scolding bad guys, even whipping them with her tail.
Her adventures were written and drawn by a real-life
woman of wonder: Tarpe Mills, one of the first suc-
cessful female creators to render superheroines for
the printed page. Mills was, like her character, glam-
orous. Miss Fury was a popular strip, enjoyed by
both sexes, and Mills basked in the glow of celebri-
ty its acclaim brought her.
Com\c-book publishers impressed with Miss
Fury's success tested the waters with more super-
heroines, but cautiously stuck only one toe in. The
Black Cat, dressed in a black swimsuit and a pointy-
topped eye mask, started her career in Harvey
Comics' Pocket Comics #1. She was secretly movie
star/stuntwoman Linda Turner, who used the tricks
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of her trade and gimmicks from movie sets as "Hol-
lywood's Glamorous Crime Fighter," solving myster-
ies in Tinseltown. The Phantom Lady's adventures
transpired on the opposite coast, in Washington,
D.C. Premiering in Quality Comics' Police Comics
#1, Phantom Lady, decked out in a bathing suit and
cape, thwarted political assassinations and other
crimes with her blackout-ray projector, which she
wore as a bracelet. Probably the first superheroine
to bring together the holy trinity of costume, secret
identity, and superpowers to the comic-book page
was Bulletgirl, the elixir-powered, airborne compan-
ion of Fawcett Comic's Bulletman; Bulletgirl's first
appearance (in early 1941) predates those of Won-
der Woman, Mary Marvel, and even the Black Cat,
though her sidekick status seems to prevent this
from being often recognized.
SUPRZMA STARTS A TRZN1?
Dr. William Moulton Marston, eminent psycholo-
gist and inventor of the lie detector, created for DC
Comics the most famous of all superheroines:
"Suprema, the Wonder Woman." Marston's concept
underwent obvious name-doctoring, and Wonder
Woman, the beautiful red-white-and-blue-clad Amazon
who fearlessly deflected bullets with her bracelets,
first saw print in All Star Comics #8 (December
1941-January 1942)— just as the bombing of Pearl
Harbor dragged the United States into World War II.
DC had more faith in this superheroine than its com-
petitors did in theirs. Wonder Woman busted onto
the cover of Sensation Comics #1 (January 1942),
and by that summer she was also awarded her own
title. Wonder Woman embodied feminine and mascu-
line traits: She was a compassionate feminist who
would fight when necessary. A favorite of girls, Won-
der Woman also sold to boys during the war, as the
heroine epitomized patriotism — and had a great pair
of legs (comics have never been shy about the sexu-
al exploitation of the feminine form).
World War II empowered American women.
While men were overseas, their wives, sisters, and
mothers took over back home. They worked in the
factories and played professional baseball, all while
raising the children. A nation of wonder women.
This gender strengthening augmented the sta-
tus of comics superheroines, and the stands were
soon filled with them. In addition to Bulletgirl, Faw-
cett Comics had Mary Marvel, the supergirl sibling
of Captain Marvel, who, like her brother, said "Shaz-
am!" to gain her mighty powers. DC Comics intro-
duced the streetwise Black Canary, the battling
blonde in fishnets who became a valuable member
of the Justice Society of America; Hawkgirl, the
feathered fury who flew into action with her com-
panion, Hawkman; the adventurous freedom fighter
named Liberty Belle; and the assiduous Merry, Girl
of a Thousand Gimmicks. Even Superman's girl-
friend, the intrepid reporter Lois Lane, was a super-
heroine in her own right: She fearlessly scaled sky-
scraper ledges and infiltrated mobs, all for a news-
paper story.
Marvel (then Timely) Comics published Miss
America, a character historian Mike Benton called
"a fair sex Captain America," who punched bad
guys and bad girls alike ("Sorry, sister! Hate to do
this, but you invited it!" she once said while kayoing
a woman) and eventually made her way into the All
Winners Squad with Captain America, Sub-Mariner,
and the Human Torch. Another Marvel superheroine
who turned heads was the Blonde Phantom, a yel-
low-haired detective in a shimmering crimson gown
and black mask.
Superheroines appeared from other publishers
as well. Kitten was the flirtatious sidekick to Cat-
Man, Quality's diminutive Doll Girl fought crime with
Doll Man, and Fox's web-swinging Spider Queen
employed a "spider-web fluid" two decades before
Spider-Man. Commandette was an actress/stunt-
woman heroine (and a ripoff of the Black Cat), mak-
ing only one appearance in 1945, while Pat Parker,
War Nurse, teamed with the Girl Commandos.
Some superheroines were ace pilots, cut from the
same cloth as real-life aviatrix Amelia Earhart: The
Black Angel feigned weakness in her real identity of
TH£ SUPBBHeiZO BOOK
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Superheroines
Sylvia Lawton but protected her native England from
the "Nazi cobra of the skies, Baroness Blood," and
Black Venus was a physical therapist by day, cos-
tumed air fighter by night.
Some ladies skirted the supernatural realm,
like the original Black Widow (whose real name was
Claire Voyant), Lady Satan, and Ghost Woman.
There were masked mysterywomen and flag-waving
Nazi-busters galore, too many to chronicle in full
detail, but Pat Patriot, Yankee Girl, the Silver Scorpi-
on, USA ("The Spirit of Old Glory"), Flame Girl, Miss
Masque, Golden Girl, Invisible Scarlet O'Neil,
Rocketgirl, Owl Girl, Atoma, Moon Girl, Lady Fairplay,
and Miss Victory were among their number. Wonder
Woman, Mary Marvel, and a few others aside, these
superheroines were featured in anthology titles,
were partners to a male superhero, or were tucked
away in backup series. Publishers still lacked faith
in superheroines as cover-featured stars.
HBAPLI&HTS ANP
HZAZTTHZO&S
Superheroines, like their male counterparts,
fell out of fashion after World War II. Comic-book
sales dropped, publishers folded, and genres like
crime, funny animals, and Westerns supplanted
superhero material. In the real world, men returned
home from the war and resumed their jobs, displac-
ing the women who had so ably filled their shoes.
Some women willingly reverted to domestic roles,
some did so unwillingly.
As circulations spiraled downward in the mid-
to late 1940s, the comic-book industry adopted
extreme measures to make superheroines appeal-
ing to its male readership. Superheroines were
often depicted in titillating pin-up poses, sometimes
in bondage, with an abundance of cleavage
exposed — Matt Baker's "Good Girl art" Phantom
Lady covers of the 1940s are highly prized collec-
tors' items in the 2000s — in an exploitive trend
called "headlights." In 1948 Marvel ambitiously
tried a line of superheroine comics targeted specifi-
cally at young girls — The Blonde Phantom being
joined by Venus, Namora, and Sun Girl— but these
books were canceled after short runs. By the mid-
1950s only Wonder Woman survived, and only bare-
ly at that. Girls were now reading romance comics,
a genre started in 1947 by legendary creators Joe
Simon and Jack Kirby with Young Romance #1, fea-
turing tales (written and drawn by males) centered
on immature, sighing women fawning over Mr. Right
(and sometimes Mr. Wrong). Superheroines had
hung up their capes and donned aprons.
THE NZW SUPZZHeZOINBS
OF TH£ 1960S
DC Comics introduced Batwoman in Detective
Comics #233 (1956). She appeared not as an
attempt to attract a female readership, but to
counter allegations by psychiatrist Dr. Fredric
Wertham that Batman and Robin were homosexu-
als. Batwoman was actually Kathy Kane, an heiress
who dated millionaire Bruce Wayne (Batman's alter
ego). Garbed in a garish red-and-yellow batsuit, Bat-
woman fought boredom by fighting crime, but never
developed a personality beyond giddiness. By 1964
she and her sidekick Bat-Girl (a love interest for
Robin) were retired.
In Action Comics #252 (1959) DC introduced
Supergirl, the teenage cousin to Superman. Super-
girl, who also survived the destruction of the Man of
Steel's homeworld Krypton, packed power like her
relative, but was innocent and genial. When Super-
man introduced her to the world in 1962, he com-
mented, "Physically, she's the mightiest female of
all time! But at heart, she's as gentle and sweet
and as quick to tears — as any ordinary girl!" Super-
girl's adventures accompanied Superman's in
Action throughout the 1960s. Readers both female
and male watched her mature as a heroine and a
woman. For the first time in a generation, young
girls had a new superheroine to emulate. Yet Super-
girl's appeal wore thin over time. Attempts to
expand her personality beyond her original naivete
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failed, and she died — valiantly, at least, while saving
the world — in Crisis on Infinite Earths #7 (1985).
History repeated itself in the 1960s. Super-
heroes were hot properties and by mid-decade com-
mandeered popular culture. Marvel Comics was fun-
damental in reinventing the concept of super-
heroes — "heroes with problems" — but its initial
wave of superheroines still preserved the concept
of women in roles shaped by patriarchal standards.
The Invisible Girl premiered in Fantastic Four#l
(1961), and was shy and often endangered. The
telekinetic Marvel Girl (a.k.a. Jean Grey), first seen
in X-Men #1 (1963), was mostly a love interest for
X-Man Cyclops, and the self-absorbed Wasp, the
only woman in Marvel's Avengers, was an affluent
fashion plate who loved to shop.
Other superheroines emerged during the
1960s: A sampling includes Wonder Woman's
apprentice Wonder Girl, who go-go danced with her
fellow Teen Titans; Fly Girl, the clinging partner of
Archie Comics' Fly Man; Elasti-Girl of the Doom
Patrol, who could expand her body to humongous
proportions but could not grow beyond her restric-
tive domestic role; Mera.the wife of Aquaman and
mother of Aquababy; Marvel's magical Scarlet
Witch, who was persuaded to join the Brotherhood
of Evil Mutants before exerting her own free will to
become a heroine; Platinum (a.k.a. Tina) of the
Metal Men, a lady robot whose faulty "responso-
meter" caused her to go ga-ga over the human sci-
entist who created her; and the all-new Batgirl, a
high-kicking 1967 addition to both the Batman
comics and TV show, who allowed a run in her tights
to distract her from helping Batman and Robin.
These characters may have put females back in
action roles, but their dependent and/or indecisive
personalities rooted them in stereotyped behavior.
S(4P£ZH£ZOTN£S GET SAUCY
It took a Brit to help wedge American super-
heroines from this trap of tradition. In the early
1960s actress Diana Rigg played Mrs. Emma Peel
on the popular English television series The
Avengers (not to be confused with the Marvel
superteam title). Mrs. Peel was an intellectual well
trained in physical combat. Leggy Rigg often wore
skin-tight catsuits in the role, and her balance of
beauty and brawn made Peel a bold new type of
superheroine. Peel caught the American eye in
1966 once The Avengers was imported to the Unit-
ed States, where the character made her imprint
upon superhero creators. DCs Catwoman, although
a villain, went the Peel catsuit route, especially
through fetching Julie Newmar's coquettish portray-
al of the character on TV's live-action Batman series
(1966-1968). The sultry Russian spy Natasha
Romanoff, premiering in the Iron Man feature in
Tales of Suspense #52 (1964), was one of Marvel's
first female characters to exhibit a forceful person-
ality — but she was playing on the wrong team!
Soon, however, she defected to the United States,
donned a form-fitting costume, and disabled villains
with her "Widow's Bite" blasts as the superheroine
Black Widow.
In 1968 DC Comics borrowed heavily from TV's
Emma Peel and reinvented its Amazon Princess.
Wonder Woman was stripped of her superpowers
and had to rely upon her newly acquired martial-arts
training to survive. Wearing white jumpsuits, Diana
Prince (alter ego of Wonder Woman) embarked upon
globe-spanning exploits involving international
thieves and assassins. This transformation was
criticized by women's rights activist Gloria Steinem,
who complained that DC had de-powered its princi-
pal superwoman. Other feminists joined Steinem's
chorus. Dennis O'Neil, writer of Wonder Woman dur-
ing this period, confessed in 2003, "Years later, I
absolutely see what they were talking about."
In the real world, the sexual revolution of the
1960s enabled women to exert themselves physi-
cally, and the burgeoning women's rights movement
afforded them political and cultural might. Women's
liberation swept America: Bra burnings, sit-ins, walk-
outs, and demonstrations transpired to free
females from societal shackles.
TH£ SUPBBHeiZO BOOK
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Superheroines
THE SWINGING SEVENTIES
In the 1970s women became bolder, reflected
on TV with female-centric sitcoms like the work-
place heroine Mary Richards on The Mary Tyler
Moore Show and the boisterous, opinionated title
character in the All in the Family spinoff Maude.
Comics followed suit: Marvel gave the Invisible Girl
more confidence and introduced a sisterhood of
new superheroines. The iron maiden Valkyrie
debuted as a sword-wielding feminist who became
a member of the Defenders; two women creators —
writer Linda Fite and artist Marie Severin — pro-
duced a short-lived series called The Cat, a crime-
fighting alternative to DCs villainous Catwoman;
and Black Widow took over half of Amazing Adven-
tures (an anthology title shared with stories about
the sexually egalitarian Inhumans), then co-starred
in the pages of Daredevil.
When Marvel launched the all-new X-Men in
1975, among its cast of mutants was Storm, an
ethereally beautiful African woman with long white
hair. Storm was a survivor, an orphan who once sup-
ported herself with thievery. This weather manipula-
tor became one of the X-Men's most popular mem-
bers, and remains a favorite in the 2000s, particu-
larly through actress Halle Berry's portrayal of the
character in the live-action films X-Men (2000) and
X2: X-Men United (2003).
In the 1970s Marvel cranked out clones of its
best-selling characters — Spider-Woman and She-
Hulk, as well as Red Sonja, the female counterpart
to Conan the Barbarian — and fashioned new super-
heroines like the disco-spawned Dazzler. DC gave
Supergirl her own series, published Rima the Jungle
Girl, unveiled the mysterious Black Orchid in Adven-
ture Comics, introduced "Earth-Two" (alternate reali-
ty) versions of Supergirl and Batgirl in the busty
Power Girl and the brooding Huntress, and pro-
duced a comic book based on the popular Saturday-
morning show Isis (1975-1977). ElectraWoman
and DynaGirl were TV superheroines during the
1976 season of The Kroft Supershow, and Charlie's
Angels (1976-1981), The Bionic Woman
(1976-1978), and Police Woman (1974-1978)
were successful primetime TV series starring
female heroes. And then there was Wonder Woman.
Lynda Carter, a stunningly gorgeous, five-feet-
ten-inch tall former Miss World USA, rocketed to
instant stardom on TV's live-action series Wonder
Woman (1976-1979). This hour-long action-drama
was originally set in the 1940s, with Wonder
Woman battling Nazis and extraterrestrials, then
shifted to the present day with the 1977 season, at
which point Wonder Woman's alter ego Diana Prince
sported the grooviest pantsuits and fashions of the
era. For the second half of the 1970s, Wonder
Woman was TV's number-one superhero, and a
spate of Wonder Woman merchandising flooded the
marketplace. Girls adored the Amazon Princess,
and college boys and men tuned in to admire
Carter's attributes.
The 1970s was the decade of the liberated
superheroine. Despite this cultural step forward,
these superheroines were characterized with frail-
ties, be they emotional attachment to boyfriends,
husbands, children, jobs, or even their hair. That
would soon change.
SUPZRHeZOINZS G£T TOUGH
The first new superheroine of the 1980s had no
such "weaknesses." She was Elektra, an assassin
for hire wielding three-pronged daggers (called sai),
first seen in Marvel's Daredevil #168 (1981). Elek-
tra Natchios, like many fictional characters, survived
the death (in her case, the political assassination) of
a parent, her father, a Greek ambassador, and redi-
rected her life as a result. Instead of fighting crime,
as Batman did once his parents were killed, Elektra
chose execution, a reaction catering perfectly to
what historian Robbins called America's "get tough
on crime mood" of the 1980s. As a paid killer, she
sought out and eliminated the worst of the worst,
and while her marks were generally criminals, her
methods were decidedly anti-heroic. She captivated
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Superheroines
the audience of the early 1980s, and has command-
ed a steady presence in comics ever since.
Actress Jennifer Garner was cast as Elektra in
the live-action movie Daredevil (2003), and is
pegged to star in a proposed Elektra solo film. Gar-
ner's physical prowess, honed pre-Elektra by her
acrobatics on her television series Alias (2001-pre-
sent), impressed her Daredevil costars: "She did
this stunt where she kicks off the wall and does
this split, and I was ready to marry that woman right
there," gushed actor Michael Clarke Duncan to TV
Guide in 2003.
Comics publishers didn't realize at the time
that the emergence of Elektra signaled the end of
cheerier, more colorful superheroines. DCs
Amethyst, Princess ofGemworld, part-superhero,
part-Alice in Wonderland, enjoyed an initial blip of
success, then cascaded to cancellation. (Syndicated
TV's animated She-Ra: Princess of Power
[1985-1988] experienced a similar fate.) Marvel's
pre-teen supergroup Power Pack also contained two
girls in its cast. Like Amethyst, Power Pack was criti-
cally embraced, but did not connect commercially
with an audience large enough to sustain its publica-
tion (though it hung on for seven years, an impres-
sive feat in an increasingly depressed market).
Conversely, superheroines with a darker edge
netted higher returns. Marvel's Dagger, of the team
Cloak and Dagger, attacked evildoers with piercing
shards of light. Spider-Man soon cavorted with the
Black Cat (not the original Harvey character), a
naughty but vivacious thief, and the Invisible Girl
was liberated to the Invisible Woman, and temporar-
ily became a supervillainess named Malice. While
Marvel's 1980s superheroines got tougher, so did
women in the real world: Self-defense classes were
the rage.
During the 1980s some fans accused DC
Comics of misogyny due to its treatment of its super-
heroines. Supergirl was killed (beaten to death, inci-
dentally), Wonder Woman was erased from existence
in 1986 (but was resurrected the next year), Black
Canary was criminally assaulted in Green Arrow: The
Longbow Hunters (1987), and Batgirl was debased
and crippled by the psychotic villain the Joker in Bat-
man: The Killing Joke (1988). Other DC super-
heroines became decoration, like Fire and Ice in the
pages of Justice League America, important more for
sex appeal than story substance.
GOOP GIBLS GO BAP
In 1992 Michelle Pfeiffer's mesmerizing turn
as Catwoman in director Tim Burton's Batman
Returns popularized the concept of a "bad girl"
heroine. Pfeiffer's Catwoman was fundamentally a
villainess, but while her motivations were anti-hero-
ic, her plight was sympathetic. Deep down she had
a soft spot, questioning her actions against Batman
as she fell for his true identity of Bruce Wayne. Her
alter ego Selina Kyle was battered and abused, but
as the sultry Catwoman she took charge, letting no
man interfere with her goal — revenge against her
male tormentor. Pfeiffer's pulchritude made Cat-
woman the sexiest screen character of the year. As
Catwoman she carried the torch lit by Elektra and
helped transform the superheroine: Superwomen
could now have looks that kill, and the power to kill.
Post-Batman Returns, the comic-book busi-
ness — which once avoided superheroines in star-
ring roles — has produced dozens of titles with sexu-
ally exaggerated women in the lead (a survey of DC
and Marvel comic-book titles published in Septem-
ber 2003 included a remarkable sixteen titles [not
including superteams] starring women). Many have
shamelessly parroted Elektra, even equipping their
characters with knives, swords, and mystical
gauntlets: Avengelyne, Glory, Cyblade, Witchblade,
and Shi. Other such characters have fortified them-
selves with an arsenal: Ghost, Tank Girl, Shotgun
Mary, Barb Wire, and Silver Sable. Still others use
supernatural powers to stop or eradicate their foes:
Lady Death, Darkchylde, and Vampirella (a main-
stream-comics revival of the extraterrestrial blood-
sucker from Warren Comics' legendary 1970s line
TH£ SUPBBHeiZO BOOK
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Superman
of magazine-sized, ostensibly mature nonsuperhero
titles). Not all contemporary superheroines kill, but
some of them come dangerously close. Even Won-
der Woman has developed a warrior's edge.
Beautiful "bad girl" protagonists with martial-
arts mastery have transcended comics into mass-
media omnipresence. Video games are filled with
them, most notably Lara Croft of Tomb Raiderlame.
Sexy "action heroines" have replaced the Arnold
Schwarzenegger/Bruce Willis action hero archetype
in 2000s cinema. These action heroines are not
superheroines in the strictest sense of the word,
but — thanks to wires and special-effects wizardry —
they display spellbinding feats of superheroics: Wit-
ness Cameron Diaz, Drew Barrymore, and Lucy Liu
in the Charlie's Angels movies; Angelina Jolie in the
Tomb Raider film franchise; Carrie-Anne Moss as
Trinity in The Matrix series; Uma Thurman as a
vengeful bride in Kill Bill: Vol. 1 (2003) and Vol. 2
(2004); and Halle Berry, stepping beyond her Storm
role to upstage James Bond as Jinx in Die Another
Day (2002) and succeeding Michelle Pfeiffer as Cat-
woman (2004). Numerous live-action television
series have featured "chicks who kick," like Buffy
the Vampire Slayer, Xena Warrior Princess, Dark
Angel, and the comics-based Birds of Prey and
Witchblade. Aggressive superheroines have also
invaded the world of children's pop culture, particu-
larly in the case of the Cartoon Network's Powerpuff
Girls, who usually level the city of Townsville in their
violent efforts to "save" it.
Since the latter decades of the twentieth cen-
tury, men (enlightened men, that is) have grown
less threatened by the concept of powerful women.
In the case of superheroines, titillation has been
employed as an incentive to attract the support of
males. Some comic-book covers featuring super-
heroines border on softcore pornography, with
impossibly proportioned women in pin-up poses. "It
has been said that the comics industry has given
nothing to girls but misogynist sewage from the
underdeveloped noggins of pig-eyed little men
whose idea of a strong woman is 'She Who Can
Bear the Weight of Her Enormous Boobs'," wrote
Amazons! editor Jessica Amanda Salmonson in her
introduction to Robbins' The Great Women Super-
heroes. Indeed, a subculture has developed that
regards the superheroine as a sex object, attested
to by a host of websites featuring photos of partially
clad actresses in costumes.
Those extremes aside, superheroines have, like
real-life women, clawed their way from subservience
to prominence. Should future cultural climes alter
the societal position of women, the characterization
of superheroines will naturally follow. — ME
Superman
Superman is widely regarded as the first superhero.
That's not entirely true: The Shadow, the Phantom,
Doc Savage, the Spider, and a handful of others pre-
ceded him in the mid-1980s. Those costumed or
superpowered crime fighters may have beaten Super-
man out of the gate, but not to the punch. This "Man
of Steel" and his astounding abilities caught an
unsuspecting readership by surprise in 1938. Gener-
ations later, Superman has become indelibly etched
into the annals of American folklore. Today, most his-
torians call Superman the first superhero because he
defined a distinct hero type, clearly breaking away
from the masked adventurers who preceded him.
Superman's origin is nearly as recognizable as
the hero himself. Moments before the planet Kryp-
ton explodes, its chief scientist rockets his infant
son to safety. The baby's spaceship lands on Earth
and is discovered by the Kents, a childless couple
that adopt the tiny extraterrestrial. The boy exhibits
astonishing powers, and the Kents teach the lad,
whom they name Clark, to use his abilities to
"assist humanity." Upon adulthood (and the death
of his Earth parents), Clark Kent dons a caped uni-
form as Superman, "champion of the oppressed."
This tale was first revealed in Action Comics #1
(June 1938), published while the United States was
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Superman
in the stranglehold of the Great Depression. In his
earliest outings, Superman was enormously brazen
as he caved in walls, slapped dictators, and spanked
sharp-tongued heiresses. By stark contrast, his alter
ego, the bespectacled Kent, was outrageously diffi-
dent, and on this dichotomy hinged the hero's audi-
ence appeal: Kent was the downtrodden "everyman,"
while Superman personified physical power. Super-
man was an unabashed intimidatoryou could cheer
for, a figure of hope when many Americans felt hope-
less. Readers found in Superman a hero who repre-
sented "truth, justice, and the American way," and his
colorful escapades, told in the vibrant new medium
of comic books, captured their imaginations. Super-
man not only initiated his own career with Action #1,
but single-handedly launched a new industry — comic-
book publishers sprouted instantly, and scores of
new superheroes followed, truly exemplifying the
"American way" (capitalism).
And to think, Superman started on the wrong
side of the law. Throughout the early 1930s, his cre-
ators, author Jerry Siegel and illustrator Joe Shuster,
high-school chums from Cleveland, Ohio, were habit-
ually rejected by professional publishers. So they
started their own mimeographed fanzine, Science
Fiction, in which they printed Siegel's prose story
"The Reign of the Superman," about a misshapen
human who acquires superpowers and turns evil.
Siegel and Shuster later modified the concept into a
proposal for a newspaper strip featuring a caped
Superman with an "S" on his massive chest who
uses his powers — augmented strength and stamina,
bulletproof skin, and the ability to leap an eighth of a
mile — for good. They ambitiously marketed their cre-
ation as "The Smash Hit Strip of 1936," but the syn-
dicates balked. Maintaining unwavering faith in their
concept, the persevering pair submitted their Super-
man idea to comic-book publisher Detective Comics,
Inc. (DC), who took a chance on the property for
their start-up title, Action. Siegel and Shuster sold
DC the rights to Superman for a reported pittance of
$130, but they didn't mind — it was a gig, and, most
importantly, their hero was in print.
m THE COMPLETE STORY OF THE DAP.IN& \
i EXPLOITS OF THE ONE AND ONLY \
Superman #1 © 1939 DC Comics.
COVER ART BY JOE SHUSTER.
Action Comics starring Superman sold phe-
nomenally well, and DC Comics wasted no time in
exploiting the character. In January 1939, Siegel
and Shuster realized their earlier dream by produc-
ing a Superman syndicated newspaper strip. Dis-
tributed by the McClure Syndicate, the feature ran
successfully through the 1940s. Siegel and Shuster
(before turning the reigns over to writer/artist
Wayne Boring in 1940) expanded the hero's origin
by giving the baby a Kryptonian name (Kal-L, later
Kal-EI), and by naming his biological parents (Jor-L
and Lora, later Jor-EI and Lara). The Man of Steel
was awarded his own title with Superman #1 (Sum-
mer 1939), and soon began appearing in World's
Best (later World's Finest) Comics. In a few short
years, Superman rocketed into ubiquity. DC intro-
duced a "Supermen of America" fan club and
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Superman
licensed the character's likeness to manufacturers
of toys, puzzles, novels, coloring books, bubble
gum — almost every product imaginable. The Man of
Steel burst into radio in 1940 in the long-running
The Adventures of Superman program, with actor
Bud Collyer lending voice to the hero, and into
movie theaters in 1941, in a celebrated series of
seventeen animated shorts from the Fleischer Stu-
dios. Superman became big business. Some joked
that the "S" emblazoned across his chest should
be changed to a "$."
Superman's superpowers grew with his
acclaim: Soon he was flying instead of leaping, he
became invulnerable, and supersenses like X-ray
vision and superhearing were added. Of course,
every hero needs a weakness, and Superman's was
kryptonite, radioactive meteorites from his home-
world, a story element that first appeared on his
radio program. He quickly developed a rogues'
gallery including Lex Luthor, the Ultra-Humanite, and
the Prankster. Upon the advent of World War II,
Superman was anointed as DC Comics' standard-
bearer of patriotism, and on several occasions even
took on the Axis forces.
Superman's Kent identity was Siegel and Shus-
ter's in-joke. As a reporter for the Daily Planet (origi-
nally the Daily Star) in the city of Metropolis, Kent
frequently winked at his readers to acknowledge
that they were in on the gag (the first comic-book
hero to do this, by the way): that the people around
him couldn't see through his flimsy disguise of eye-
glasses and a business suit. His spunky colleague
Lois Lane wasn't fooled for long, however. Suspi-
cious over Kent's disappearances during Super-
man's feats, she spent decades unsuccessfully try-
ing to prove that Kent and Superman were one and
the same. Kent's association with the newspaper
placed him on the ground floor of breaking events in
which Superman's presence might be required —
and often that meant rescuing the daring Lane from
danger. Kent's boss in the earliest tales was
George Taylor, who soon morphed into crusty man-
aging editor Perry White, a cigar-chomping, old-
school newshound often agitated by the antics of
his staff. Jimmy Olsen, a copy boy (and later "cub
reporter") whose enthusiasm frequently got him
into trouble, became famous as Superman's pal.
Most superheroes withered from view after
World War II, but the Man of Steel kept going
strong. In 1945, DC amended its continuity with the
creation of Superboy, "The Adventures of Superman
When He Was a Boy." His wholesome adventures
took place in Smallville, a geographical slice of
America's heartland, where young Kent lived with
his parents, Jonathan and Martha. Neighbor Lana
Lang was introduced as the teenage equivalent of
Lois Lane. Meanwhile actor Kirk Alyn brought Super-
boy's adult counterpart to life in a pair of live-action
movie serials, Superman (1948) and Atom Man vs.
Superman (1950), the latter of which adapted
Luthor to the big screen. During this period of
super-profit, Siegel and Shuster lost a legal battle
to regain the rights to their creation.
In the 1950s, as Americans enjoyed postwar
prosperity and pride, Superman was redefined from
the burly bully of comics' Golden Age (1938-1954)
into a helpful scoutmaster, instilling virtues into the
childish Lane and Olsen — and the readers. Actor
George Reeves, who portrayed the Man of Steel in
the live-action theatrical release Superman and the
Mole Men (1951), starred in the movie's syndicated
television spinoff The Adventures of Superman
(1953-1957). Reeves became beloved in the role:
He pitched Kellogg's Corn Flakes as Superman and
appeared on / Love Lucy as the Man of Steel (Who
could forget the episode in which he flies in to save
Lucy from her high-rise window-ledge shenani-
gans?). A Superman's Pal Jimmy Olsen comics title
was launched in 1954, followed by Superman's Girl
Friend Lois Lane in 1958, and Superman and Bat-
man formed a regular partnership in World's Finest.
Superman was developing a family. Enter the family
superdog, Krypto, another survivor of the hero's
homeworld. The Man of Steel was DC Comics' best-
selling and flagship character, so important to the
publisher that it changed its company logo to
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Superman
"Superman-DC Comics." As the decade closed, the
atomic age zapped science fiction into a place of
prominence in Superman's comics: Luthor flour-
ished high-tech weapons against the Man of Steel;
new villains like the android Brainiac were estab-
lished; the time-traveling Legion of Super-Heroes
joined the supporting cast; and Superman's cousin,
Supergirl, showed up in a Kryptonian spaceship.
The 1960s were a turbulent decade of escalat-
ing global tension, civil unrest, a bloody and unpop-
ular war, and social disorder — and for much of the
decade, Superman turned a blind eye to it all (tough
to do with his super-vision). Mort Wesinger, editor of
the Superman comics, continued to expand the
Man of Steel's family: Joining the already cumber-
some cast were mermaid Lori Lemaris; loopy inven-
tor Professor Potter; superpets Beppo the Super-
monkey, Streaky the Supercat, and Comet the
Superhorse; Superman's biological parents Jor-EI
and Lara (via frequent flashbacks and time-travel
tales); Kryptonian survivors in the Phantom Zone
and in the miniaturized Bottle City of Kandor; and a
whole world of wacky Superman mutates called
Bizarros. Traces of the real world occasionally crept
into his comics — President John F. Kennedy's
assassination was too big for even Weisinger's
Super-sanitized Man of Steel to ignore — but mostly,
the Superman titles offered an escape from, not an
exploration of, matters political. And no one
seemed to mind: Superman's fame reached global
status, as translations of his comic books were
being gobbled up in numerous countries. He was
the king of all media long before Howard Stern,
appearing on television (through reruns of Reeves'
1950s series and an animated cartoon in 1966), in
toy stores, in popular song (Donovan's trippy 1966
release "Sunshine Superman"), and even on Broad-
way in a musical comedy, It's a Bird, It's a Plane, It's
Superman (1966).
By the mid-1960s, Curt Swan's crisp penciling
style helped him emerge from a pack of talented
illustrators as "the" Superman artist, a title Swan
held until the 1980s. Superman's comics may have
looked good, but they didn't read well: The burgeon-
ing ensemble of superpeople and superanimals
was neutering the hero's individuality. Weisinger and
his writers were running out of ideas, resorting to
gimmicks rather than characterization for Super-
man's adventures. "Imaginary" stories — tales
appearing outside of the regular continuity —
became commonplace, allowing Superman to die,
to marry, and to have offspring, but return to the
status quo with the next adventure. His superpow-
ers intensified to an inane level: Superman gained
microscopic vision, heat vision (previously he had
melted objects with the heat from his X-ray vision),
and even superi/enfri/oqu/sm! As Superman's facul-
ties increased, his enemies simply could not pose a
credible threat, and his stories lost dramatic inten-
sity. Only the energy-siphoning Parasite, the cre-
ation of writer Jim Shooter, gave Superman a run for
his money, but he surfaced too late to stop the hero
who was "more powerful than a locomotive" from
derailing: By the end of the decade, Superman's
adventures had grown stale and his titles' reader-
ship had dwindled. Similarly, the Superman newspa-
per strip was canceled in 1967.
Carmine Infantino, former artist of The Flash
and Batman, had recently been appointed DCs edito-
rial director and was revitalizing the company's line.
The Man of Steel was slated for an overhaul, with edi-
tor Julius Schwartz, who had successfully resuscitat-
ed the Batman titles from near-cancellation in 1964,
assigned to helm the revisions. In 1970, DC house
ads trumpeted an impending change: "There's a New
Kind of Superman Coming!" Superman #233 (Janu-
ary 1971) was where it began: Kent, now bolder and
hipper, became a television news reporter, kryptonite
was eliminated, and Superman's powers were weak-
ened. Pioneering young writers like Denny O'Neil,
Elliot S! Maggin, and Cary Bates invigorated the tales
with realism and new villains. None of this mattered
to the world at large, however, where Superman's sta-
tus was now iconic: His "S" insignia was appropriat-
ed by the lead character (a Christ allegory) in the rock
opera Godspell (1971); singer Jim Croce immortal-
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ized the Man of Steel as a tough guy in his 1973 hit,
"You Don't Mess around with Jim" (with the recurring
line, "You don't tug on Superman's cape"); and
Superman was featured as one of television's ani-
mated Super Friends (1973).
Halfway through the 1970s, two major events
occurred: DC joined forces with competitor Marvel
Comics to co-publish a best-selling crossover,
Superman vs. the Amazing Spider-Man; and film
producers Alexander and llya Salkind signed a deal
to produce a big-budget movie (and a sequel) star-
ring the Man of Steel. The impending film and its
promise of profit inspired Neal Adams, superstar
illustrator and advocate for artists' rights, to lobby
DC to provide financial restitution to Superman's
architects Siegel and Shuster, both of whom
teetered on the brink of destitution. DC and parent
company Warner Bros, obliged, bowing to media
pressure, and established pensions for both and
inserted their names into all Superman comics as
the creators of the character. In 1977, as part of a
promotional campaign for the upcoming motion pic-
ture, the Superman newspaper strip was revived,
beginning a sixteen-year run. The Salkinds' Super-
man: The Movie was the blockbuster film of 1978:
It made actor Christopher Reeve a megastar and
raised the special effects bar by several notches.
As with any successful film, sequels followed,
and the first half of the 1980s for Superman was
demarcated by Reeve's interpretation of the hero —
the Man of Steel as a "friend," a sincere Boy Scout
who never told a lie, earning his merit badge by sav-
ing the world. Editor Schwartz's Superman comics
suffered during this period. The radical changes he
implemented in the early and mid-1970s had been
jettisoned, and the resulting stories were reminis-
cent of the material he'd been hired to eliminate.
Superman needed a shot in the arm.
As DC Comics reinvented itself in the mid-1980s
with its continuity-altering Crisis on Infinite Earths
series (in which Supergirl died valiantly), Marvel
Comics writer/artist John Byrne was hired to recreate
the hero. Byrne's opening volley was The Man of Steel
(1986), a six-issue, biweekly miniseries that cleaned
the slate for the character while preserving the best
aspects from previous incarnations (mostly the
movies). Superboy was no more, Krypton was antisep-
tic, and Luthor became the 1980s version of evil
incarnate: a corporate CEO. Byrne's Reeve-like Super-
man would kick ass when necessary. There were also
significant changes involving Kent's personal life, per-
haps the biggest being that his parents, Jonathan and
Martha, were now still alive, lending compassionate
support to their adult super-son.
Since Superman's 1986 reintroduction, an
army of writers, artists, and editors have expanded
upon the revised mythology, reintroducing classic
concepts and characters (with new twists) and intro-
ducing potentially lethal menaces to imperil the
Man of Steel, usually in lengthy and sometimes
inaccessible story arcs. Three highly publicized
events affected the character in the 1990s: his Jan-
uary 1993 death (at the hands of a brutish behe-
moth appropriately called Doomsday) in Superman
#75 and subsequent resurrection (surprise!); his
controversial transformation into a pure energy
being with a different costume than the bankable
classic (another headline-grabbing but short-lived
innovation); and Kent's 1996 marriage to Lois Lane
in Superman: The Wedding Album #1.
Since The Man of Steel, Superman has main-
tained a consistent television presence: in two ani-
mated Superman cartoons (in 1988 and 1996) and
on the Cartoon Network's Justice League (2001-pre-
sent); in the live-action programs Superboy
(1988-1992), Lois & Clark: The New Adventures of
Superman (1993-1997), and the teen-oriented
Smallville (2001-present); and as a regular topic of
discussion among the characters of the 1990s sit-
com Seinfeld. His movie prospects haven't fared as
well since the failure of Reeve's Superman IV: The
Quest for Peace (1987). The revival of the Super-
man movie franchise has passed through multiple
hands, with a script by screenwriter Jeffrey Abrams
still in development in 2004. His theatrical woes
aside, Superman ranked in second place on VHl's
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Superman in the Media
2003 list of the "200 Greatest Pop Culture Icons,"
with only Oprah Winfrey besting the Man of Steel.
In 1999, a legal ruling granted the heirs of
Superman co-creator Jerry Siegel 50 percent of the
Superman copyright. Since Joe Shuster died with
no heirs, DC Comics retained his half of the copy-
right, and owns the Superman trademark in full.
The long-range effects of this decision, if any,
remain to be seen.
Thus far in the twenty-first century, Superman
comic books have reflected contemporary cultural
trends, with a Japanese manga-influenced art style
being in vogue as of 2004. It is inevitable that
future market and societal shifts will spark further
alterations in the Superman canon. No matter
what's in store, the Man of Steel will endure as a
symbol of hope and inspiration. He is Superman,
after all! —ME
Superman
in the Media
Look, up on the screen! It's a bird, it's a plane, it's
Superman! Since his creation in 1938, Superman
has traveled into the heart of generation upon gen-
eration of readers, moviegoers, and television fans.
In the last sixty-plus years, Superman has been the
star of movie serials, live-action and animated TV
shows, radio programs, and several movies. Rocket-
ed to Earth from a dying planet, Kal-EI may be the
last son of Krypton, but Clark Kent and Superman
have been portrayed by more than a dozen actors,
and the Man of Steel has appeared in more media
interpretations that any other superhero.
TH£ 1940S:
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Although Republic Studios had bid against
them, Paramount gained the rights to bring National
Comic's best-selling hero to life in an animated
Superman cartoon series in 1941. Fleischer Studios,
noted for their popular Popeye and Betty Boop car-
toons, planned the series with an astonishing atten-
tion to detail, utilizing Superman co-creator Joe Shus-
ter's powerful character designs along with incredible
special effects and vibrant colors. A process known
as "rotoscoping" — tracing the animation over live-
action models — gave the art a startling realism.
The seventeen original Superman cartoons
were shown regularly at movie theaters, from Sep-
tember 9, 1941 to July 30, 1943. Even today, the
cartoons are considered classic animation; Super-
man and Lois Lane looked as if they had literally
walked off of the comic-book page and into a three-
dimensional world. The late Clayton "Bud" Collyer
was the voice of Clark Kent, whose voice dropped a
few octaves whenever he became Superman. Colly-
er was also portraying the Man of Steel in the popu-
lar Mutual Network Superman radio show
(1940-1951). There, he originated the phrase "Up,
Up, and Away" because listeners could not see
their hero flying off. In the cartoons, Superman
fought mechanical monsters, mummies, spies,
robots, and "Japoteurs."
Although they publicly announced (twice) that
they were bringing Superman to live-action, Republic
Studios was outbid again, in 1947, by Columbia Pic-
tures. Serials were 15- to 30-minute mini-movies with
cliff-hanger endings; theaters ran a new chapter each
week. Republic was the serial king, but Columbia was
noted for its other comic adaptations, including
National characters such as Batman (1943, 1949)
and Vigilante (1943). Under the auspices of low-bud-
get producer Sam Katzman, production began on the
Superman serial in late 1947, with handsome lead-
ing man Kirk Alyn in the lead, young actress Noel
Neill in the part of Lois Lane, and former Our Gang
star Tommy Bond as Jimmy Olsen.
The debut Superman serial (1948) contained
fifteen chapters, with the opening showing the first
media-related origin sequence on Krypton. Although
the young Clark Kent was raised in the serials by
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Superman in the Media
Eben and Sarah Kent (rather than the more familiar
"Jonathan and Martha"), the adult Clark Kent still
worked as a reporter in Metropolis. As Superman,
he kept the dreaded "Queen of the Underworld," Spi-
der Lady (Carol Forman), from gaining control over
the ultra-powerful Reducer Ray. Acting in the serials
was strong, but the special-effects flying sequences
were inadequate; to fly, Alyn would leap over the
camera, and suddenly become an animated figure!
Superman became the most popular — and
profitable — serial ever done. A second serial, Atom
Man vs. Superman (1950), was soon underway, fea-
turing the same heroic cast, but a new villain. The
Atom Man was a hooded menace who terrified
Metropolis and Superman with his synthetic kryp-
tonite, a flying saucer, a torpedo, and the dreaded
sonic vibrator. Superman eventually unmasked the
Atom Man, only to find his arch nemesis, Lex Luthor
(Lyle Talbot in a bald skull-cap). Atom Man vs.
Superman was not as successful as its predeces-
sor, despite live flying sequences, but it brought
enough money in for talk of a third serial. But the
days of the great movie serial were coming to an
end with the dawning of a new era of entertain-
ment: television.
THE 1950S AMP 1960S-. MOVIES,
TBieVISION, AMP STAGE
In 1951, production began on Superman and
the Mole Men, the Kryptonian hero's first full-length
motion picture. After Kirk Alyn turned down the role,
producers Tommy Carr (who had directed parts of
the first Superman serial) and Robert Maxwell
chose leading man George Reeves (best known at
that time for his role of Stuart Tarleton in Gone with
the Wind) to play Superman. Lois Lane was also
recast, with budding screen actress Phyllis Coates
taking over the role. Filming began on July 30,
1951, on an RKO lot, the new crew little knowing
that their work would have implications for many
generations to come, and eventual shattering con-
sequences for their new Superman.
The story in Superman and the Mole Men con-
cerned a small mining town whose drilling broke
through the earth's crust into an underground civi-
lization, bringing forth a race of glowing midgets.
Superman defends the "Mole Men" against the
fearful mob, who want to kill the strange beings.
Despite the fact that America was in the grip of
McCarthyism, with the "Red Scare" finding a Com-
munist under every bush, Superman and the Mole
Men held an unlikely but powerful message for tol-
erance of the unknown, and a peaceful co-existence
with the other inhabitants of the planet.
With theaters packed, producer Maxwell had
already begun filming episodes for a new television
series called The Adventures of Superman. Reeves
and Coates returned, supported by young actor Jack
Larson as Jimmy Olsen, John Hamilton as Daily
Planet editor Perry White, and the newly created
Police Inspector Henderson role played by Robert
Shayne. The actors worked hard and fast — six days
a week, averaging four episodes in ten days — shoot-
ing most scenes in one take! Although twenty-six
episodes of The Adventures of Superman were
filmed in 1951, release was delayed by Superman's
owner, National; however, when Kellogg's decided to
sponsor the show in 1953, the debut was set. The
Adventures of Superman premiered on ABC on Feb-
ruary 9, 1953, and soared in the ratings.
New Superman episodes were commissioned,
but changes were mandated. First, Bob Maxwell,
whose episodes were deemed too violent, was
replaced as producer by the gentler Whitney
Ellsworth. Second, the budget had to be strictly
adhered to. And third, Coates had found other work
and could not reprise her role as Lois Lane. Recast-
ing the role seemed simple, and the serial Lois, Noel
Neill, was brought back. As the show moved on, other
problems popped up; most important was Reeves'
growing dissatisfaction with the slowness of produc-
tion (initially, only thirteen episodes were scheduled
to shoot over four years' time) and the typecasting
he was feeling from the popular role. Still, with a pay
raise, he chose not to hang up his cape.
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In 1954, the series converted to color, requir-
ing new sets, makeup, and costumes; in addition,
action sequences were trimmed to a minimum,
mainly due to budgetary constraints. The show wob-
bled in format, but stayed popular until its end —
after 104 episodes and a guest spot for Superman
on / Love Lucy—'m 1957. Reeves himself directed
the 102nd through 104th episodes, his first direct-
ing assignments. Syndication began immediately.
On June 16, 1959, Reeves was found dead in
his bedroom from a gunshot wound to the head.
Although suicide was ruled the cause, and newspa-
per headlines shouted "Superman Kills Self," the
death has been seen as suspicious and remains
one of Hollywood's dark mysteries to this day.
National had been talking to a typecast and
despondent Reeves about returning for more Super-
man episodes, but now they began to develop other
spin-off properties. A Jimmy Olsen show was talked
about, with footage mixed in from the previous
Superman shows, but Jack Larson refused to con-
sider the project. Whitney Ellsworth filmed a 1960
live-action pilot called Superpup, starring a super-
powered dog who masqueraded as Bark Bent and a
cast made up of midgets, who roamed around a
miniaturized set. Ellsworth also produced a pilot
episode of The Adventures ofSuperboy, but neither
project was ever aired.
Superman next appeared in a Broadway musi-
cal-comedy titled It's a Bird, It's a Plane, It's Super-
man. With music by Charles Strauss and lyrics by
Lee Adams, the script was written by David Newman
and Robert Benton, who would later do the same for
the first modern Superman film. The original cast
included Bob Holiday as Superman, and pre-Mce
Linda Lavin as Lois Lane. The 1966 musical was
later filmed by ABC-TV, and shown in 1975, with
David Wilson as Superman. Two decades later, in
1997, Michael Daugherty would release a full-scale
orchestral work known as Metropolis Symphony.
CBS aired Filmation's animated The New
Adventures of Superman from September 10, 1966
to September 2, 1967, when it became the Super-
man-Aquaman Hour. The series consisted of two
short Superman stories and one Superboy story per
half-hour, and included comic-book villains such as
Luthor and Brainiac. In September 1968, the series
became the Batman-Superman Hour, and ran until
September 6, 1969. Bud Collyer reprised his role
from both the radio shows and the earlier cartoons
as the voice of Superman, as did Joan Alexander as
Lois Lane.
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Superman did not have any new television
adventures on his own for quite some time, but
after a 1972 guest-shot on ABC's The Brady Kids
cartoon, he showed up as the main member of
Hanna-Barbera and ABC's Super Friends series on
September 8, 1973. Teamed with Batman, Robin,
Wonder Woman, and Aquaman, Superman fought
aliens and an occasional supervillain. Superman's
voice was now provided by Danny Dark, since
Collyer had died in 1969.
Super Friends evolved almost yearly, changing
titles and formats as it went. It became The All-New
Super Friends Hour (1977-1978), The Challenge of
the Super Friends (1978-1979), The World's Great-
est Super Friends (1979-1980), The Super Friends
Hour (1980-1981), The Super Friends
(1981-1984), Super Friends— The Legendary Super
Powers Show (1984-1985), and, finally, The Super
Powers Team: Galactic Guardians (1985-1986).
Many Superman concepts made it onto the small
screen, including Mr. Mxyzptlk, Lex Luthor, the Phan-
tom Zone, Brainiac, and kryptonite.
"You'll Believe a Man Can Fly" was the tag-line
on teaser ads for the Warner Bros, live-action
Superman: The Movie, and since the audiences
were still reeling from the impact of the blockbuster
hit Star Wars, the movie had to impress. Filmmak-
ers had worked on the film for two years before its
premiere on December 15, 1978. Although several
major stars such as Robert Redford, Bruce Jenner,
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and Arnold Schwarzenegger were considered for the
lead role, relatively unknown stage actor Christo-
pher Reeve was cast instead. Other parts were
soon cast: Marlon Brando was Jor-EI, Gene Hack-
man was Lex Luthor, Jackie Cooper was Perry
White, Margot Kidder was Lois Lane, Marc McClure
was Jimmy Olsen, Ned Beatty was Luthor's bum-
bling henchman Otis, and Valerie Perrine was
Luthor's consort, Miss Eve Teschmacher. Even Kirk
Alyn and Noel Neill made a cameo appearance as
the parents of the young Lois Lane.
Superman: The Movie was a success on
almost all levels. The story, by Mario Puzo, David
Newman, and Robert Benton, stuck closely to the
original Superman legend. The special effects were
Academy Award-winning, and theater-goers did
believe that a man could fly. John Williams provided
the lush soundtrack and score, earning a 1979
Academy Award nomination for his work. Director
Richard Donner, working with producers llya Salkind
and Pierre Spengler, created what in many viewers'
eyes was the definitive Superman film, largely
because the cast played the film straight. No camp
or winks to the audience; this Superman was real.
Superman: The Movie was a top-grosser at the box
office, and the sequel was already in production.
The filmmakers had filmed a large portion of
footage for Superman II concurrently with Super-
man, but much of Donner's footage was reshot by
new director Richard Lester. The plot contained a
super-confrontation between Superman and three
survivors from the Phantom Zone (Terrence Stamp,
Sarah Douglas, and Jack O'Halloran). It also fea-
tured a dramatic resolution of sorts to the Clark
Kent-Lois Lane-Superman love triangle that had
been present for over forty years, when Lane discov-
ers Kent's identity, and their night of passion has
disastrous consequences. Superman //debuted in
1981 and was another success; critics would call
the first and second Superman films the best exam-
ples of the superhero genre.
Lester, producers Alexander and llya Salkind,
and scripters David and Leslie Newman developed a
plot for Superman III (1983), which dealt with a mad
computer genius (Robert Vaughn) and his super-com-
puters, and co-starred comedian Richard Pryor. The
regular supporting cast was gone, with Superman vis-
iting Smallville where he was reunited with old girl-
friend Lana Lang (Annette O'Toole). The film was
played too much for laughs, and it bombed in the-
aters. Christopher Reeve made a public announce-
ment that he would never play Superman again.
On November 23, 1984, Warner expanded its
franchise with the first Supergirl movie, llya Salkind
returned to produce, with Jeannot Szwarc directing.
The part of Kara Zor-EI/Supergirl went to young
unknown, Helen Slater, while the supporting cast
was peppered with more seasoned performers:
Faye Dunaway and Brenda Vaccaro as the villainess-
es, and Peter O'Toole and Mia Farrow as Zor-EI's
parents. Marc McClure was brought in as Jimmy
Olsen, providing a bridge between the two movie
series. Despite Slater's appealing performance and
some excellent flying sequences, Supergirl failed at
the box office, and no sequels followed.
With Superman's fiftieth anniversary in 1988,
Warner wanted a new Superman film. In 1986,
Christopher Reeve agreed to return after being
granted script approval and a much higher salary,
and other main cast members also returned: Kid-
der, Hackman, Cooper, and McClure. Reeve worked
with Larry Konner and Mark Rosenthal on a script
that concerned Superman dealing with a young
schoolboy's question: If Superman is so powerful,
why doesn't he get rid of all of the nuclear weapons
on the earth? Unfortunately, production company
Cannon Films didn't have the budget that the
Salkinds had worked with, and the script morphed
into Superman battling a pair of Luthor's two solar-
powered super-creations. Special effects were sub-
par, and stock footage from the previous three
Opposite: Christopher Reeve stars as the Man of Steel in Superman: The Movie.
*6
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Superman in the Media
movies was used for some flying sequences. When
a preview audience panned the film in early 1987,
director Sidney Furie edited the two-hour-plus film to
ninety minutes, muddling the story completely.
Superman IV: The Quest for Peace was released in
1987 with little promotion, and with disappointing —
and disappointed — audiences. Cannon Films
announced plans for Superman V, due out in the
summer of 1989, but the movie never took flight.
THB 1930S ANP 1990S:
BACK TO TUeVTSTON
Superman celebrated his fiftieth birthday Febru-
ary 29, 1988, in the middle of Warner's and DCs
media push. NBC aired a primetime Superman's
50th Birthday Special, produced and directed by Sat-
urday Night Live producer Lome Michaels. The campy
special included cast members from the serials and
television shows in cameo roles, but also Jan Hooks
as a woman who had birthed Superman's "love
child," and Dana Carvey as the villainous Brainwave.
Warner also worked with Ruby-Spears on a new
animated Superman show, which premiered on CBS
on September 17, 1988. Famed comic writer Marv
Wolfman — at that time the scripter of the Adventures
of Superman comic — became story editor, in charge
of developing the show, and writing the series bible.
He hired other comic-book writers to work on the
series, as well as veteran artist Gil Kane to design
the show. Each episode contained an eighteen-
minute action-oriented Superman lead story, and a
four-minute backup feature entitled Superman's Fam-
ily Album, detailing Clark Kent's years from Smallville
baby to his first appearance in costume in Metropo-
lis. Villains included Lex Luthor, the Prankster, Gener-
al Zod, and Wild Sharkk, and heroine Wonder Woman
guest-starred in one episode. Animation on the show
was strong, and the John Williams' film theme was
modified for musical use, but the series was retired
after thirteen episodes.
After Cannon gave up the live-action rights to
the Superman family, Alexander and llya Salkind
produced a half-hour syndicated series for Viacom,
featuring Superman as a teen. Superboy premiered
the week of October 8, 1988. In 1990's third sea-
son, the series was renamed The Adventures of
Superboy, and it lasted two more seasons, ending
in 1992. Following Superboy, the Salkinds wanted
to start production on Superman: The New Movie,
for a Christmas 1991 release, with a Superman ver-
sus Brainiac script by comic writer Cary Bates. The
film project lost steam, however, and died in 1993.
That same year, Lorimar and ABC worked out a
deal for an all-new live-action Superman TV series
titled Lois & Clark: The New Adventures of Super-
man. Deborah Joy Levine developed the series, which
balanced lighthearted romance with superheroic
action. Dean Cain was cast as Superman, with sex-
pot Teri Hatcher grabbing the role of Lois Lane.
Michael Landes was cast as Jimmy Olsen, but he
was replaced after the first season by Justin Whalen.
Eddie Jones and K Callan played an earthy and elder-
ly Jonathan and Martha Kent, while Lane Smith had
the perfect bluster as Perry White. John Shea came
onboard as the villainous-but-charming Lex Luthor.
Lois & Clark debuted on September 12, 1993,
and was a hit with audiences. It lasted four sea-
sons, bringing in a handful of comic-book and previ-
ous TV concepts, including kryptonite, Metallo
(Scott Valentine), Inspector Henderson (Richard
Belzer), Jor-EI (David Warner), the Prankster (Bran-
son Pinchot), the Toyman (Sherman Hemsley, Grant
Shaud), Mr. Mxyzptlk (Howie Mandel), and Lana
Lang (Emily Procter). The final two seasons played
around too much with a will-they-marry-or-not? story
between Lois and Clark, and fans began to desert
the show. Lois & Clark finished in 1997, after eighty-
eight episodes had aired.
TURN OF THB CBNTUZYi
MOVIES, CARTOONS, ANP TV
Even as Lois & Clark was winding down, the
WB was planning a companion show to its popular
Batman: The Animated Series. Utilizing most of the
tffi
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Superman Villains
same team that had made that series a success,
Warner commissioned Superman. Debuting on Sep-
tember 6, 1996, with a three-part origin story, the
animated show lasted four seasons. On Superman,
Timothy Daly voiced the title character, while Dana
Delaney voiced Lois Lane, David Kaufman was
Jimmy Olsen, and Clancy Brown was Lex Luthor.
Extremely faithful to its comic-book origins,
Superman included such villains as Lex Luthor, the
Parasite, Bizarro, Darkseid, Lobo, Maxima, Toyman,
Livewire, Mr. Mxyzptlk, and others. It also debuted a
newly styled Supergirl, and saw guest-appearances
from Batman, Robin, Green Lantern Kyle Rayner,
Aquaman, Flash, Steel, the New Gods, Dr. Fate, and
the Demon. One popular third-season episode even
saw members of the Legion of Super-Heroes com-
ing back in time, marking their first and only appear-
ance on television. Superman was combined with
episodes of Batman in 1997 under the title The
New Batman/Superman Adventures, and new
episodes aired until February 2000.
New adventures of Superman as a team mem-
ber are seen weekly on the Cartoon Network's ani-
mated Justice League series, from the same crew
that worked on the Batman and Superman shows.
Justice League debuted on November 17, 2001,
and new episodes continue to air in 2004. George
Newbern provides Superman's voice.
The Kryptonian adventures have not ceased in
live-action, however. The WB airs Warner's Small-
ville, which began on October 16, 2001. The popu-
lar one-hour drama series focuses on the adven-
tures of teenage Clark Kent (Tom Welling) and
slightly older Lex Luthor (Michael Rosenbaum), but
the producers have promised "no tights, no flight,"
saying that Kent will never fly on the series, nor
wear the well-known Superman costume. Still, the
series is not without its touchstones to the Super-
man mythos; besides kryptonite, the voice of Jor-EI
has been heard, and familiar sights such as the
Daily Planet offices, and characters like police-
woman Maggie Sawyer, crime boss Morgan Edge,
and editor Perry White have appeared. Even Christo-
pher Reeve has guest-starred, as Dr. Virgil Swann, a
cryptic man who knows something about Krypton.
As Superman has reached more than two-thirds
of a century in print, another feature film may be in
the wings. Producer Jon Peters hired Jonathan Lemp-
kin in 1995 — then Gregory Poirier— to script a new
movie. Kevin Smith wrote drafts of a 1997 script
titled Superman Lives, but when director Tim Burton
came aboard in 1997, he jettisoned the story and
cast Nicolas Cage in the title role. After costume fit-
tings and location scouting was complete, Burton
stepped out of the picture in 1998, and Cage left the
project shortly thereafter. Since then, multiple scripts
have been written by Wesley Strick, Dan Gilroy, Alex
Ford, J. Ellison, William Wisher, Paul Attanasio, and J.
J. Abrams. Multiple directors have also climbed
aboard, including McG (Charlie's Angels), Brett Ratner
(Rush Hour), and McG again in 2003. The film even
has multiple titles, including Superman Reborn and
Superman: The Man of Steel. A Superman/Batman
film was also in development during 1999/2000,
written by Andrew Kevin Walker.
In a March 1988 Time magazine story, Christo-
pher Reeve said, "Siegel and Shuster created a
piece of American mythology. It was my privilege to
be the onscreen custodian of the character in the
'70s and '80s. There will be many interpretations of
Superman, but the original character created by two
teenagers in the '30s will last forever." For two-
thirds of a century, the public has had a media-relat-
ed Superman to enjoy, in addition to the comic-book
stories. As long as there is a sky to look up to and
see neither a bird nor a plane, whether on film or
television, in live-action or animation, the Man of
Steel will be there, defending the principles of
"Truth, Justice, and the American Way." — AM
Superman Wains
He can "change the course of mighty rivers.... Bend
steel in his bare hands." And that description of the
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3*9
Superman Villains
Man of Steel, from the introduction of The Adven-
tures of Superman television program
(1953-1957), barely scratches the surface of the
hero's vast abilities, which poses the problem:
What kind of menace can threaten a character who
borders on omnipotence? Not that this question
bothered Superman's creators — writer Jerry Siegel
and artist Joe Shuster — in the hero's earliest excur-
sions in Action Comics, beginning with issue #1
(June 1938). Since the Man of Steel was the prog-
enitor of superheroes, the sheer novelty of a
"super" man was enough to amaze readers as he
heaved bulky sedans over his head and smacked
gangsters across the room.
Mad scientist the Ultra-Humanite bears the dis-
honor of being Superman's first recurring enemy,
bowing in Action #13. Boasting, in his own words,
"the most learned brain on Earth," the Ultra-Human-
ite's knack for transferring his own mind into other
bodies stymied his superfoe. The Man of Steel's
best-known adversary, Lex Luthor, debuted in Action
#23 (1940). This evil genius' legendary bald pate
was nowhere to be seen as the original Luthor
sported a mane of shocking red hair. While the
Ultra-Humanite and Luthor battled the Man of Steel
with brain power, Superman's next major opponent,
the Puzzler, matched wits with the hero. On his
heels were the Prankster and the Toyman, both
more daffy than dangerous, who were little more
than an annoyance to Superman. In Superman #30
(1944), the bedeviling imp Mr. Mxyztplk first popped
into Metropolis to pester Superman with his magi-
cal powers. And thus the super-conflicts tramped,
rather predictably, for two decades: Luthor would try
to eliminate the Man of Steel with a death ray, and
the Toyman would attack him with toy soldiers that
fired real ammo. Superman's ego swelled as he
considered his battles with these bad guys as little
more than mere diversions. This plot predictability
made Superman's adventures wholesome, entry-
level reading material, which was the objective of
his editors during the Golden Age of comic books
(1938-1954).
Science-fiction-based villains crept into the
Superman titles with the advent of comics' Silver
Age in the late 1950s, and for the first time in his
career Superman began to face actual risks. Braini-
ac, a space-faring android, employed both sophisti-
cated science and a miniaturization ray to plague
the Man of Steel. A mutated monkey called Titano
the Super-Ape konged through Metropolis, zapping
Superman with kryptonite vision. Metallo, a cyborg
whose robotic body was powered with a kryptonite
heart, pummeled and poisoned Superman. The
Phantom Zone was introduced as a ghostly dimen-
sion incarcerating villains from the late planet Kryp-
ton, some of whom, including General Zod and Jax-
Ur, occasionally escaped and imperiled Metropolis
with powers that rivaled Superman's.
By the early 1960s, Superman had established
himself as not only the Metropolis Marvel but also
the galaxy's greatest hero, enticing a band of inter-
planetary enemies to join forces as the Superman
Revenge Squad. In World's Finest Comics #142
(1964), the Composite Superman, commanding the
powers of the entire Legion of Super-Heroes, gave
the Man of Steel and his superfriends, Batman and
Robin, the biggest challenge of their lives. The Para-
site, the last great Superman villain of comics' Sil-
ver Age (1956-1969), was introduced in 1966 and
came close to killing the Man of Steel with his abili-
ty to siphon the hero's very life force. Luthor's
hatred of Superman intensified throughout the
1960s, and the mastermind — usually wearing
prison grays — regularly constructed devices or
plans to eliminate his enemy. With all this mean-
ness in Metropolis, Bizarro, an imperfect duplicate
of the hero played strictly for laughs, and a
renamed Mr. Mxyzptlk (note the spelling change)
regularly dropped by to keep the overall tone light.
By the time the 1960s closed, Superman's writers
and editors had run of out new ideas, and his vil-
lains had once again become humdrum.
Publisher DC Comics overhauled its flagship
character in 1970, and new and more challenging
super-adversaries were introduced. Writer/artist
tffi
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Superman Villains
Jack Kirby's Darkseid, the despotic and immeasur-
ably powerful ruler of the planet Apokolips who over
time emerged as DCs most formidable foe, was
first seen in, of all places, Superman's Pal Jimmy
Olsen #134 (1970). Working behind the scenes
with Darkseid was Intergang, a Metropolis crime
network. In the landmark Superman #233 (1971),
an explosion that (temporarily) transformed all kryp-
tonite into iron also created a "Sand-Superman," a
rogue replication of the Man of Steel. In 1972,
Luthor, still loathing Superman after all these years,
created the Galactic Golem to attempt to destroy
his foe, and Terra-Man, a desperado from the Wild
West transplanted into contemporary times rode —
make that flew— -into town on a winged horse for
the first of several showdowns with the Action Ace.
Other new additions to Superman's rogues' gallery
during the 1970s — the high-tech Toyman II, the ion-
charged Blackrock, and the insipid Microwave
Man — didn't fare as well, deservingly being put out
to pasture after a few appearances.
In the early to mid-1980s, DC Comics pumped
up the villainous volume by introducing newer and
more powerful super-foes. World enslaver Mongul
was almost more than Superman could handle, and
the hero was imperiled by demonic forces courtesy
of Lord Satanis. Not to be outdone by upstarts,
Luthor donned a cyber-suit and Brainiac was
retooled into a new robotic form. When the entire
Superman franchise was reinvented in The Man of
Steel (1986), previous incarnations of the super-
foes were discarded as the hero's entire continuity
slate was wiped clean. Old favorites were repack-
aged in newer, darker forms. Luthor was re-estab-
lished as a corporate megalomaniac with criminal
ties whose power reached such heights that in the
2000 election he became president of the United
States. Brainiac, Bizarro, Parasite, Mr. Mxyzptlk,
Metallo, Toyman, and even the Prankster were
upgraded (and ethically degraded) into dangerous,
credible threats. And a lethal legion of new villains
has since been introduced to endanger the Man of
Tomorrow: the mercenary Bloodsport, the she-fury
The Adventures of Superman #441 © 1988 DC Comics.
COVER ART BY JERRY ORDWAY.
Rampage, the unstoppable Dreadknaught, and the
bounty hunter Massacre, as well as Riot, Dominus,
Imperiex, Ignition, and Kancer, super-rogues whose
very names evoke danger and potential death.
None has been so fatal, however, as the behemoth
Doomsday, who actually killed Superman in 1992
before the hero rose from the dead not long there-
after. Although his "never-ending battle" against
these increasingly dangerous adversaries has
forced the Man of Steel to get down and dirty,
Superman remains an inspirational symbol of hope.
As the Man of Tomorrow leapt onto screens
small and large, Luthor has, more than any of his
foes, joined him for the ride: in the movie serial
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*/
Superman's Weapons and Gadgets
Atom Man vs. Superman (1950); in animated incar-
nations of Superman in 1966, 1988, and 1996,
plus the long-running Super Friends series; in three
of the four Superman movies, with Gene Hackman
in the role; and in the live-action television series
Superboy (1988), Lois & Clark: The New Adventures
of Superman (1992), and Smallville (2001). —ME
Superman's
Weapons and
Gadgets
In a never-ending battle for "truth, justice, and the
American way" that has spanned sixty-plus years,
Superman has designed, invented, and utilized his fair
share of super-paraphernalia. While the Superman
mythos of the twenty-first century allows for much
more high-tech gadgetry than initially accompanied
Superman's early career, all told there is a super-list
of apparatus that accessorizes the Man of Steel.
Superman's secret hideout, the Fortress of
Solitude (described in detail in Action Comics #241
[1958] and given larger-than-life status in the
Superman live-action films of the late 1970s and
early 1980s), originally housed one of the most
well-stocked superweapons chambers in comic-
book history. This might seem like a dichotomy to
some, for in his battle for "truth, justice, and the
American way," the hero's violence is never cruel,
malicious, or initiated by him. Noted a Time maga-
zine cover story on Superman when the hero turned
fifty, "His greatest powers are exerted to deflect vio-
lence, by stepping in front of bullets, say, or moving
huge objects out of harm's way." More times than
not, Superman's powers of superspeed, super-
strength, flight, and virtual invulnerability overrule
the need for the Man of Steel to defend himself
with anything other than his inborn, alien powers.
Why resort to weaponry when you can bend steel
with your bare hands? But even America's most
beloved hero sometimes needs an extra line of
defense; in these situations, items like the War-
suit — an ultra-high-tech suit of armor housed in the
new Fortress — come in handy.
Once inside the Warsuit, Superman can cocoon
himself in the chest cavity and, linked telepathically
to a techno-brain, manipulate the armor shell as if it
is an extension of his own body. The suit also acts
as a protection device, sheltering Superman from
the effects of kryptonite, radiation, and other harm-
ful substances. Equipped with super-gadgets like
environmental scanners, fusion reactor pads, and
ion pulse cannon gauntlets, supervillains don't
stand a chance against the Man of Steel when he
assumes his protective shell. The Warsuit is one of
the few weapons stored safely in the hero's hide-
out, replacing such Golden Age (1938-1954) and
Silver Age (1956-1969) staples as the Lex
Luthor-created "fourth dimensional ray machine";
the duplicator ray that Luthor used to create the
faux-Superman named Bizarro; the enlarging ray
used by Kandorian scientist Zak-Kul; and the
portable shrinking ray that Superman once confis-
cated from supervillain Brainiac.
Within the Fortress' impenetrable walls lies
other noteworthy super-apparatus. Once upon a time,
dummies and robots, in the likeness of both Super-
man and his alter ego, Clark Kent, awaited their
super-orders. Called upon to carry out various super-
tasks, the robots showed human emotion and pos-
sessed amazing powers. Summoned by Superman's
X-ray vision or by voice command, the remote-con-
trolled machines allowed Superman to experiment
vicariously with kryptonite and participate in pitched
battle with numerous supervillains. Today's Fortress
houses only "Ned," the sole remaining Superman
robot, whose number one task is to care for Super-
man's dog, Krypto, who also calls the secret sanctu-
ary home. Since the 1990s Superman has also
sometimes been seen floating amidst a vast 360-
degree complex of video screens feeding him infor-
mation about wrongs in need of righting worldwide.
**
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Supermedia
As "champion of the oppressed," the Man of
Tomorrow has wielded some far-fetched tools and
equipment. He has used a super-blowtorch to burn
off dirt from his invulnerable costume; snapped pic-
tures with his krypto-raygun, a combination cam-
era/projector in the shape of a raygun straight out of
Flash Gordon; whipped out his kryptonite detector
(that's "K-detector" to friends and family) to locate
these powerful planetary fragments; and applied his
selective amnesia-inducer to erase the knowledge
that Clark Kent is really Superman from the minds of
Batman and Robin. In the wake of Superman's
revamping in The Man of Steel comic book (1986),
most of this weaponry no longer exists. Instead,
Superman dons the Mother Box, an ultra-advanced
armband computer (of a type originally seen in Jack
Kirby's "Fourth World" comics) that summons dimen-
sion-spanning Boom Tubes, heals injuries, and out-
fits Superman's costume for battle. He overlays his
aquanaut suit for deep-sea exploration. He bedecks
himself in a device known as a Phantom Zone Pro-
jector, created by John Henry Irons (a.k.a. the super-
hero Steel) to allow Superman to see Krypton's
past. For otherworldly adventures, Superman uses
his super-oxygen mask, a deep-space breathing
apparatus useful in non-oxygenated atmospheres.
Whether calling upon these or an array of his
backup gadgets, Superman frequently consults the
expertise of S.T.A.R. Labs, Metropolis' innovative
super-laboratory, and has sought advice from super-
inventors like Irons and Professor Emil Hamilton.
Besides providing super-gizmos, these resources
allow the hero a safety net when the villainous grow
too gigantic for even the Man of Steel to battle
alone. — GM
Supermedia
Next to the number-one occupation of millionaire
playboy, the day job most heroes embrace is some-
how media-related. A quick rundown reveals that,
when not out saving the world, many heroes spend
their time on the air or behind the scenes of radio
and television stations, or other media outlets.
In 1936, the Green Hornet carved out a niche
when his alter ego, Britt Reid, founded the Daily
Sentinel, using his newspaper to fight for law and
order. In 1938, Detective Comics #20 unfolded the
cloak-and-mask-wearing Crimson Avenger, whose
alter ego, Lee Travis, is a newspaper reporter for
the Daily Globe-Leader. Like apparently so many
other men in this field, Travis gleans great satisfac-
tion working outside the law in his heroic guise.
Probably the first hero to hit the airwaves premiered
in Columbia Comics' Big Shot #1 in 1940: Tony
Trent, a radio announcer for station WBSC,
becomes disgusted by the reports of criminal activi-
ty he hears daily on the air, and decides to fight
crime as the terrifying, rubber-masked hero, the
Face. The following year, Harvey Comics' Speed
Comics #13 hit the stands, featuring newspaper
publisher Don Wright, writer of editorials by day and
crime fighter (Captain Freedom) by night, and
Smash Comics debuted the hero Midnight, who, as
Dave Clark, announces the news at radio station
UMAX. One of the most popular characters to
emerge from this era was Captain Marvel, who first
appeared in Whiz Comics #2 (1940). His alter ego,
Billy Batson, is an orphaned newsboy before he
turns into the Shazaml-shouting hero. In his first
adventure, Batson shows off his investigative skills
to the head of WHIZ radio station, earning himself
the position of roving radio reporter.
While Captain Marvel would endure for years to
come, other heroes have become yesterday's news.
Though one version or other of the character has
come around from his debut to the current era, few
readers are familiar with Johnny Quick, the super-
speedster who ran in More Fun Comics and Adven-
ture Comics for thirteen years beginning in 1941, a
cameraman for "Sees-All, Tells-AII News" in his civil-
ian guise as Johnny Chambers. Or what about Mar-
vel Comics' the Patriot, who bowed in Human Torch
#3 (1941), as reporter Jeff Mace? Though well
known among hardcore fans, the general public is
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Supernatural Heroes
none too acquainted with Marvel Comics' the
Destroyer, who appeared in nine different comic
books from 1941 to 1946, as reporter Keen Mar-
low, or Prize Comics' Fighting American (1954), who
broke stories as a TV newscaster-commentator at
station U.S.A. in his everyday life as Johnny Flagg.
Despite these predecessors and colleagues,
the media man bar none is bespectacled Daily Plan-
et reporter Clark Kent, alias Superman, who made
headlines in Action Comics #1 (1938). For years,
the Daily Planet trio helped round out Superman's
cast of characters: tough-boss publisher Perry
White; Superman's pal and the newspaper's photog-
rapher, Jimmy Olsen; and love interest and fellow
reporter Lois Lane. (In fact, Lane is one of the rare
strong, female role models in this field; other super-
heroines whose civilian lives have been anchored in
the media include Golden Age [1938-1954] favorite
Liberty Belle and Bronze Age [1970-1979] stalwart
Ms. Marvel.) When the Superman mythos was
revamped in the mid-1980s the Daily Planet roster
expanded, introducing gossip columnist Catherine
"Cat" Grant and fellow reporters Ron Troupe and
Dirk Armstrong. Kent is now a foreign correspon-
dent for the leading Metropolis newspaper, making
it easier for him to slip out of the newsroom when
duty calls. Along the way, Lane picked up a Pulitzer
Prize and Kent's hand in marriage.
The Silver (1956-1969) and Bronze Ages of
comics also had their fair share of media moguls
and beat reporters. Witness DC Comics' vigilante
the Question, whose alter ego Vic Sage is a TV
newscaster for World Wide Broadcasting; DCs the
Creeper (who premiered in 1968, and surfaces
occasionally today), whose alter ego Jack Ryder is a
security investigator for the TV station WHAM; and
the Steve Ditko-created Mr. A, who, as Daily Cru-
sader reporter Rex Graine, fights mobsters in the
press until he is forced to take them on as the
metal-masked hero. Outshining these journalists is
Peter Parker, a freelance photographer who keeps
the Daily Bugle well stocked with candid pho-
tographs of Spider-Man in action. Few know that
another masked hero, Archie Publications' the Fox,
functioned in the real world as Paul Patton, staff
photographer for the Daily Globe, twenty-plus years
before the web-slinger came along. Patton is the
first to use a concealed camera to take news pic-
tures of himself in action as the Fox, a gimmick
solely credited to Parker. And lest anyone think that
Lane is the only non-superpowered newshound to
become a comic-book star in her own right, there's
also Ben Urich, Daredevil's confidant in the 1980s
and a leading character of the newspaper-themed
Marvel Comics series The Pulse! in the 2000s.
Other twentieth-century heroes have a nose for
news. DC Comics' first Green Lantern, who
appeared in 1940, started his noncostumed career
as construction engineer Alan Scott before becom-
ing a radio announcer for WYZX and eventually pres-
ident of Gotham Broadcasting. DCs Green Arrow,
who debuted the following year, was known for the
events of alter ego playboy Oliver Queen, who even-
tually became a reporter when his millions ran out.
The most obscure character of this genre to
come out of the late twentieth century was Captain
Kentucky, who first appeared in Street Enterprises'
The Comic Reader in 1980. His alter ego, Lancelot
Pertwillaby, is a reporter for the Louisville Times.
While covering a story on radioactive sewage, he
accidentally swallows a rare form of chemical waste
and instantly gains superstrength and the ability to
fly. But his powers aren't permanent, and Pertwilla-
by must partake of the gooey compound whenever
he needs his powers. He was aided by his pet bea-
gle Cleo, who as Captain Cleo, Hound Hero, often
joined Captain Kentucky in saving the day. — GM
Supernatural
Heroes
When the dark forces of the underworld threaten to
scare up trouble for humankind, paranormal protec-
*0»
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Supernatural Heroes
Dick Durock stars in Swamp Thing.
tors — many with modus operandi drawing from the
same sinister sources as their enemies' — stand
ready to vanquish vampires, demons, and wizards.
King Features' Mandrake the Magician, an illu-
sionist sporting a top hat and tails, first used his
mystical attributes to fight crime in the June 11,
1934 unveiling of his long-running newspaper strip.
Over the decades Mandrake and his assistant,
Lothar, have appeared in a 1939 movie serial, Big
Little Books, comic books, a 1979 TV movie, and
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Supernatural Heroes
the animated series Defenders of the Earth (1986).
DC Comics' debut of Dr. Occult predated the indus-
try's eminent Golden Age (1938-1954). Originating
in 1935, this amulet-wearing investigator of the
arcane has materialized off and on in DCs titles
over the decades but has never achieved tremen-
dous acclaim. Dr. Occult's creators, Jerry Siegel and
Joe Shuster, scored a larger success with their next
character, Superman, first seen in Action Comics #1
(1938), the same issue that introduced Zatara the
Magician, the crime-fighting showman who voiced
backward incantations ("raeppasid" = "disappear").
Zatara's daughter, Zatanna, surfaced in the
1960s, eventually joining the Justice League of
America with her own backward-spoken spells. In
1940, Egyptian Prince Amentep emerged from a
four-thousand-year sleep to become Fawcett's Ibis
the Invincible, the red-turbaned titan who wielded a
magic wand — his Ibistick — against evil. A chilling
superheroine named Madame Satan had a short
lifespan in 1941 at the publisher that would ulti-
mately be known for its squeaky-clean characters —
Archie Comics — and Fox Features Syndicates' the
Wraith, a ghostly guardian parroting DCs successful
supernatural hero, the Spectre, faded from view
after a mere five stories that same year. The Heap,
Hillman Periodicals' mindless, lumbering behemoth,
first tramped from the mire in 1942, putting the
squeeze on Axis officers and criminal vermin that
stumbled across his path. Other supernatural
superheroes seen during the 1940s were Dr. Fate,
Mr. Mystic, and Sargon the Sorcerer.
Horror comics were the rage in the early 1950s,
through gruesome anthology titles like EC Comics'
Tales from the Crypt. During this trend, two notewor-
thy supernatural heroes arose at DC. There was Dr.
Thirteen, a.k.a. the "Ghost-Breaker," a skeptic sleuth
who flushed out the truth behind supposed paranor-
mal perils, and the Phantom Stranger, a trench-coat-
ed enigma who guided passersby through the super-
natural realm in a short-lived series bearing his
name. The Stranger was a moderate success, inspir-
ing copies like Charlton's Mysterious Traveler and
Harvey's Man in Black. The Phantom Stranger
returned to his own title from 1969 to 1976 — with
Dr. Thirteen occasionally included as a backup fea-
ture — and continues to wander in and out of various
DC titles in the 2000s.
The content sanitization of comics in the wake
of mid-1950s U.S. Senate subcommittee hearings
temporarily retired supernatural references. Two of
DCs spooky heroes eventually resurfaced in the
1960s: the Spectre returned in 1966 and spun off
into a ten-issue run of his own title, and Dr. Fate
received occasional outings in the pages of Justice
League of America. Marvel's master of the mystic
arts, Doctor Strange, first peered into his all-seeing
Eye of Agamatto in 1963, fending off magical men-
aces like Baron Mordo, and in 1966 Dell Comics
launched three superhero titles based on famous
monsters: Frankenstein, Dracula, and Werewolf.
DCs Deadman, originating in 1967, was circus aeri-
alist Boston Brand before an assassin's bullet
ended his life and began his postmortem quest: to
find his killer. While dealing with matters mystical,
these 1960s creepy crusaders were squarely root-
ed in the mainstream.
The same cannot be said of Vampirella, the
scantily clad, voluptuous vampire, who originally
flashed her fangs (and other attributes) in 1969 in
her self-titled series from Warren Publishing. Vam-
pirella's black-and-white magazine-sized format
sidestepped the stringent restrictions imposed
upon color comic books, and her stories were
replete with gore and eroticism. A native of Draku-
lon, a planet of bloodsuckers, Vampirella took stake
against her evil brethren that wrought havoc on
Earth. Her title lost its bite in 1983, but she did not
lay dead for long. Harris Comics resurrected the
character first with a 1988 reprint, followed in 1991
by a new comic-book series (and an altered origin)
that continues in print as of 2004. Vampirella
starred in a 1996 movie that was mercilessly
slaughtered by critics, but the world's sexiest vam-
pire remains undaunted: Live models, including
Playboy Playmates, have popularized the heroine
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Supernatural Heroes
through personal appearances and cover photo
shoots. As of 2004, model Kitana Baker wears
Vampirella's slinky red costume.
In the 1970s, the Comics Code Authority cen-
sorship board eased its restrictions against occult
references, and a plethora of paranormal heroes
crawled forth. DC revived the Spectre (again) in the
pages of Adventure Comics, pushing graphic story-
telling to its limits with the hero's bloodcurdling
means of disposing of criminals, including dismem-
berment by giant scissors and transmutation into
mannequins. Legendary comics artist Jack Kirby
expanded DCs mystical mythos in 1972 with The
Demon, a series starring demonologist Jason
Blood. Blood, an immortal, is the human host to
Etrigan, a chaotic, yellow-skinned devil who once
served in the court of Camelot. Channeled by Blood
through an incantation, the Demon speaks in rhyme
and has fought magical threats in myriad appear-
ances, including team-ups with Batman.
Marvel Comics embraced the macabre with a
host of horrifying heroes all bowing in the 1970s.
Morbius, the "living vampire," was a geneticist whose
treatment of his own blood disease triggered scientif-
ically created vampirism, which he employed to fight
demonic menaces — after some early skirmishes with
Spider-Man, that is. Another Spider-Man spinoff was
Man-Wolf, an astronaut mutated into a white-furred
beast by a moon rock. Jack Russell sprouted fur as
Marvel's Werewolf by Night, a hip young lycanthrope
who, after initial uncontrollable rages, channeled his
bestial abilities into battling bad guys. Other Marvel
supernatural heroes premiering during this era
include the Ghost Rider, the flame-headed motorcy-
clist/superhero who gave a new definition to the
term "Hell's Angel"; Moon Knight, Marvel's answer to
DCs Batman; the half-man/half-vampire Blade, who
has headlined a successful franchise of live-action
movies from the late 1990s to the present; Brother
Voodoo, an African-American character mixing
Hougan mysticism and superheroics; the Son of
Satan, a.k.a. Daimon Hellstrom, who, with a penta-
gram birthmark on his chest and a trident that emit-
ted "soul fire" in hand, waged war against his unholy
father; and lesser-known characters like Satana
(Hellstrom's sister), the Living Mummy, the Monster
of Frankenstein, Manphibian, Gabriel the Devil
Hunter, and the Golem.
Marvel's Man-Thing and DCs Swamp Thing both
premiered at roughly the same time in 1971 and
have become immortalized in comics lore. Both were
humans transmogrified by the marsh, both were
slimy plant-men, both pitted their newfound strength
against wrongdoers, and both have regularly encoun-
tered superheroes. Swamp Thing is better known,
with two live-action movies (1982 and 1989), a live-
action TV series (1990-1993), a Kennertoy line, an
animated cartoon program (1992), and several suc-
cessful Vertigo (DCs "mature readers" imprint)
series under his belt, but Man-Thing, a small-budget
motion picture slated for 2004 release, should afford
a higher profile to this misunderstood beast whose
touch burns those who fear him.
Beginning in the 1980s, "real-world" society
grew more violent, and the supernatural heroes of
popular fiction followed suit. Perhaps no character
better exemplifies this than creator James O'Barr's
bleak angel of vengeance, Eric Draven, popularly
known as the Crow. In the character's 1989 origin
from Caliber Comics, the mortally wounded Draven
watches helplessly as his fiancee is brutalized and
murdered by street punks. The trauma of this event
prohibits him from resting in the afterlife, and on
the first anniversary of his death he is resuscitated
by a crow and given paranormal abilities, including
an empathic touch and augmented agility, in a mis-
sion of vengeance against those who cut short his
life. His iniquitous methods have transcended his
cult-favorite comic book and have been adapted to
cinema via a franchise of films beginning with The
Crow (1994), and a syndicated TV series, The Crow:
Stairway to Heaven (1998).
Top Cow Productions' NYPD detective Sara
Pezzini was first seen in 1995 on an implacable
expedition to destroy the mobster who ritualistically
eliminated those closest to her. Once she
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Superpatriots
unearthed Joan of Arc's enchanted gauntlet — called
the witchblade — Pezzini donned the glove and sym-
biotically bonded with it. As Witchblade, she wields
the glove's powers — the creation of daggers, the
deflection of bullets, and an extrasensory percep-
tion — in a brutal vendetta against organized crime.
A live-action Witchblade TV movie (2000) and week-
ly cable series (2001-2002) starred Yancy Butler.
Characters like the Crow, Witchblade, and Buffy
the Vampire Slayer are non-masked fighters that
elevate the classic concept of the superhero to a
more realistic level, despite their fantastical set-
tings. "Buffy could be seen as qualifying as a super-
hero," wrote Peter Coogan in his 2002 dissertation
"The Secret Origin of the Superhero." Coogan also
observed, "She has a mission; she has superpow-
ers; Buffy has an identity as the Slayer." Buffy and
her supernatural ilk — Steven Hughes' Lady Death,
Dark Horse's Ghost, and DCs Vertigo heroes (like
Sandman, Death, Hellblazer, and Preacher) — have
reinvented the concept of the dark hero for a new
generation. — ME
Superpatrfofr
Marvel Comics' shield-slinging Captain America is,
bar none, the most famous of the star-spangled
freedom fighters known as the superpatriots. But
he was not the first superhero to wear the colors of
Old Glory.
The Shield was the first superpatriot. Pep
Comics #1 (January 1940) introduced Joe Higgins,
a man who avenges his father's murder by applying
dad's secret formula "SHIELD" (an acronym for
Sacrum, Heart, Innveration, Eyes, Lungs, and
Derma) to his skin. The formula is activated when
Higgins wears a specially designed outfit — which
just happens to be star-spangled — that boosts his
strength, speed, and stamina, making him the Axis-
busting superhero, the Shield. The Eagle promptly
parroted the Shield by flying into print in Science #1
(February 1940). Secretly Bill Powers, the Eagle,
dressed in a blue suit with a golden eagle chest
logo and red-and-white striped cape, fights the
Nazis and their American sympathizers. Manowar, a
superpatriot android, also premiered in February
1940, in Target Comics #1.
Uncle Sam — the Uncle Sam, the top-hat-wear-
ing, white-goateed icon painted by James Mont-
gomery Flagg in his immortal military recruitment
poster — became a superhero in National Comics
#1 (July 1940) in a tale by Will Eisner, creator of the
Spirit. Imbued with patriotism-induced super-
strength, Sam is more than a match for Nazis and
saboteurs. Uncle Sam, a 1997 miniseries pub-
lished under DC Comics' Vertigo imprint, features a
dispirited Sam, muttering madly as the America he
once knew has fallen apart.
Private Jack Weston was a true patriot, but not
a superpowered one, which did not deter his zeal:
In a red-and-white-striped shirt with blue sleeves
dotted with white stars, he blazes onto the front-
lines as Minute-Man, the "One Man Army," in /Was-
ter Comics #11 (February 1941). One month later,
in March 1941, comic-book readers witnessed two
flag-furled firsts: Captain America #1, by Joe Simon
and Jack Kirby, and Feature Comics #42's USA —
"the Spirit of Old Glory" — the first star-spangled
superheroine. Both debuted nine months before the
United States entered World War II.
SUPZZPAmiOTS FLOURISH
A survey of 1941 comic books would lead one
to suspect that America was already at war. Publish-
ers barraged readers with a surfeit of superpatriots,
each clad in democratic duds that would warm
Betsy Ross' heart. Some carried guns, some were
supported by sidekicks or kid gangs, some were
superstrong, and virtually all were indistinguishable
from each other: the American Crusader; Captain
Battle (dubbed the "One-Man Army," the difference
from Minute-Man's moniker being a mere hyphen);
Captain Courageous; Captain Fight ("America's #1
4»*
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Superpatriots
Defender"); Captain Flag; Captain Freedom (aided
by the Young Defenders, a patriotic street gang); the
Conqueror; the Defender (a Captain America clone
by Cap's own creators, Simon and Kirby); and the
Flag (who, as an infant, bore a U.S. flag birthmark,
predestining his fate as a superpatriot).
Joining them were Flag Man, Lady Fairplay, the
Liberator, Major Liberty, Major Victory, Man of War
(who received a flaming sword from Mars, the god of
war), Miss America (granted the superpower of matter
alteration by the Statue of Liberty in Military Comics
#1), Miss Victory (often spied winking and flashing
the "V for victory" sign at her readers), Mister Ameri-
ca, and the Patriot (joined by his girlfriend Miss Patri-
ot). Also originating in 1941: "War Nurse" Pat Patriot
(accompanied by the Girl Commandos, "five fearless
freelance fighters of the United Nations"); the Sen-
tinel; the Skyman; the Spirit of 76; the Star-Spangled
Kid and Stripesy (a kid hero with an adult partner); the
Unknown Soldier; and the no-nonsense U.S. Jones
(one of his earliest stories in Wonderworld Comics
was titled "Traitors Die Fast!"). By the time Stormy
Foster— a. k.a. "the Great Defender" — premiered in
Hit Comics #18 (December 1941), all the good super-
patriot costumes (and names) had been taken: Below
the belt Foster wore white briefs with no leggings,
looking as if he had left his pants at home. Another
superpatriot debuting that same month had better for-
tune in fashion and longevity: Wonder Woman.
In Startling Comics #10 (1941), the Fighting
Yank receives superpowers while wearing an ances-
tral cloak from the American Revolution. His tri-cor-
ner cap and buckle shoes differentiated him from
other superpatriots. Likewise, from his first appear-
ance in Mystic Comics #6, the Destroyer is clearly
no average star-spangled hero. His grim blue face
and piercing yellow eyes terrorize the Nazis, as
does the foreboding white skull insignia on his
black shirt. Many of the Destroyer's earliest stories
were written by a teenage Stan Lee, who later
became the driving force behind Marvel Comics.
More comic-book superpatriots appeared after
the United States entered the war: American
Avenger, American Eagle, Captain Commando, Cap-
tain Red Blazer, Commando Yank, Crimebuster (a
young hero), Liberty Belle, a different Miss America
(this one from Timely/Marvel Comics, a female Cap-
tain America who remained in print for several
years), the Phantom Eagle, Super-American, V-Man
(with his young aides, the V-Boys), Yank and Doodle,
Yankee Doodle Jones, Yankee Boy, Yankee Girl, and
Yankee Eagle. Superpatriot sidekicks were com-
mon, including Dusty (partner of the Shield), Buddy
(the Eagle), another Buddy (Uncle Sam), Bucky (Cap-
tain America), Dandy (Yankee Doodle Jones), Sparky
(Captain Red Blazer), and Rusty (Flag Man). The
Axis could not stop these invincible superpatriots,
but the end of World War II could: Peacetime almost
instantaneously put them out of business, although
some limped along until the early 1950s.
F20M ZZt?, WHITB,
ANP 8LUB TO 2£P SCAZB
Pack leader Captain America suffered an igno-
ble fate in 1950, being ousted from his own series
as it briefly became a horror comic (Captain Ameri-
ca's Weird Tales) before being discontinued. Timely
revived Captain America in 1954 with a new agen-
da: fighting Communism, as Captain America,
"Commie Smasher." Within several issues, however,
the character and series were once again retired.
Yet Communism remained a new threat to
explore in superhero comics, and the next superpa-
triot to combat it plied a different weapon: satire.
With tongue rooted firmly in cheek, Simon and Kirby
melted the cold war in Prize Comics' Fighting Ameri-
can. Issue #1 starts harshly, though, as an Ameri-
can Adonis, blunt-tongued broadcaster Johnny
Flagg, is executed by Russian agents. The life force
of Flagg's meek brother, Nelson, is transferred into
his slain sibling's "revitalized and strengthened"
body, and he resumes the Commie Smashing aban-
doned after Captain America's cancellation. As the
Fighting American, he and teenage sidekick Speed-
boy tackled broadly portrayed Red menaces like
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*59
Superpatriots
Super Khakalovich and Poison Ivan. During this era
of rampant paranoia, however, Fighting American's
cavalier approach was rejected by readers and the
series died after seven issues (though similar
spoofs in the 1990s and 2000s, like AC Comics'
retooled Fighting Yank and Alan Moore's First Ameri-
can, have shown that the strip was simply ahead of
its time).
The next superpatriot to materialize bore a
familiar name: the Shield. In Archie Comics' The
Double Life of Private Strong #1 (1959), by Simon
and Kirby, Army private Lancelot Strong ventures
down three familiar superpatriotic paths: He is
orphaned; his late father, a scientist, leaves behind
data that helps Strong develop superpowers; and
he adopts a red-white-and-blue supersuit and bat-
tles the United States' enemies. This Shield incar-
nation lasted a mere two issues.
Another superpatriot appeared in DCs Revolu-
tionary War series, Tomahawk #81 (1962): Miss
Liberty. In her debut tale, the "Frontier Heroine,"
clad in red, white, and blue, rescues the magazine's
heroes, Tomahawk and Dan, from British soldiers by
chucking explosive powder horns at the Redcoats.
Miss Liberty stuck around as a member of the Tom-
ahawk cast off and on throughout the 1960s.
SUPZPPATPIOTS OF THB
VIETNAM BPA
The Revolutionary War heroine Miss Liberty
aside, superpatriots lay dormant for several years
after the Shield's disappearance. America was
embroiled in the controversial Vietnam War, and
heroic characters could no longer rouse the nation's
spirit. In Marvel Comics' Avengers #4 (1964),
"Earth's mightiest heroes" discover the most
famous superpatriot literally frozen in ice. Captain
America is thawed into an uneasy existence as an
anachronistic superpatriot (his "Commie Smasher"
stint is conveniently forgotten). Cap's Archie Comics
doppelganger, the Shield, resurfaced again in
Mighty Crusaders #1 (1965), this time as the son
*ffi
of the 1940s Shield. This version of the character
enjoyed a brief blip of popularity during a superhero
boom of the mid-1960s, but soon hung up his star-
spangled togs. Meanwhile, Charlton Comics used
the name Captain USA for a hero who could fly at
the speed of light in a one-shot tale in Charlton Pre-
miere #3 (1968).
In the 1970s, Captain America, having mostly
ignored Vietnam, diverted his attention to the urban
streets, partnering with the African American super-
hero the Falcon. In his essay "The Vietnam War and
Comic Books," from James S. Olson's The Vietnam
War (1993), scholar Bradford Wright observed, "The
Captain America of the 1970s symbolized a nation,
weary of confusing and painful overseas adven-
tures, that had turned inward to confront serious
domestic ills, brought on, in part, by a decade of
war." Captain America soon rejected his patriotic
persona, becoming Nomad, but before long was in
the red, white, and blue once more.
The 1976 American bicentennial renewed inter-
est in patriotism, but instead of wading into poten-
tially polarizing waters, comic-book publishers
returned to safe ground: World War II, where the
menace, the Axis, was clear. Captain America head-
lined Marvel's The Invaders (1975-1979), a series
retrofitted into the 1940s; Uncle Sam joined other
superheroes in a 1970s-set title called Freedom
Fighters (1976-1978); and Wonder Woman tem-
porarily published "untold" tales set during World
War II, mimicking the setting of the then-popular
television series starring the superheroine. DC also
introduced a new title starring a 1940s superpatri-
ot, Steel the Indestructible Man, lasting only five
issues in 1978.
VT&ILANTTSM ANP
THE NEW SUPZPPATPIOT
By 1980, American cynicism rooted in the Viet-
nam War and the Watergate scandal had triggered a
transformation: The anti-hero was displacing the
altruistic caped crusader. Superheroes representing
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Superpets
traditional values had no place in this harsh new
world, and a new breed of superpatriot was born.
In DCs Batman and the Outsiders Annual #1
(1984), the American Security Agency's Force of
July — Major Victory, Lady Liberty, Mayflower, Silent
Majority, and Sparkler — toe the line for the govern-
ment, but once his teammates die in battle, the
Major reevaluates his loyalty. In 1986, Dark Horse
Comics introduced a conflicted superpatriot, forged
in the fires of conspiracy. The American (no relation
to the 2000s hero of same name from Com.X), seri-
alized in the anthology Dark Horse Presents, was a
jingoistic juggernaut, genetically enhanced to protect
the United States' foreign and domestic interests
against terrorist threats. The public was led to
believe that the American was a sole individual, and
did not suspect that he was actually an army of inter-
changeable soldiers, one always ready to replace
another who died in action. When the latest Ameri-
can decides to go public to honor his predecessors
who perished while fighting terrorists, he is thrust
into conflict with a tight-lipped U.S. government. DCs
Agent Liberty storms into Superman vol. 2 #90
(1991) brandishing firearms, retractable gauntlet
blades, and an energy shield. An expertly trained
operative for the CIA's covert squad the Sons of Lib-
erty, Agent Liberty questions his employers' motiva-
tions after encountering Superman and members of
the Justice League of America. Image Comics' super-
patriot, appositely named Superpatriot, is a hard-hit-
ting freedom fighter first seen in the pages of Erik
Larsen's Savage Dragon series in 1993.
In 1986, Marvel introduced into Captain Ameri-
ca a former soldier named John Walker, publicly
known as the grandstanding guardian Super-Patriot.
With augmented strength and a well-oiled publicity
machine backing him, this superpowered yes-man
leveraged Steve Rogers out of his job as Captain
America. Rogers eventually returned to his guise
and Walker became USAgent, a bounty hunter of
supervillains employed by the U.S. Commission on
Superhuman Activities. Captain America suffered
through several subsequent reboots, with varying
degrees of success, until being renewed by a real-
life catastrophe: the September 11, 2001 terrorist
attacks on America, after which the hero was rein-
vented into a kind of "terrorist smasher." Taking a
cue from the American and Agent Liberty, however,
the post-September 11 Cap is suspicious of the
government he is sworn to defend. — ME
Superpets
Joseph Campbell, author of The Hero with a Thou-
sand Faces (1949) and respected interpreter of
heroic lore, noted that heroes often have helpers
along their mythic journey. Though the traditional
sidekick has often fulfilled this role through comics
history, the "superpet" has occasionally proved to
be a hero's best friend in perilous circumstances.
Probably the best known of all superpets is DC
Comics' super-pooch, Krypto the Superdog. As the
beloved canine companion of Superman, Krypto
was first introduced in Adventure Comics #210
(1955) as the teenage Superman (a.k.a. Super-
boy)'s dog, who had drifted down to planet Earth
many years after being launched off into space as a
"test" by Superman's scientist father, Jor-EI. He has
all of Superman's powers (including X-ray vision,
superstrength, and flight), is vulnerable to kryp-
tonite, and retires to his Doghouse of Solitude
when the going gets tough. The comics often refer
to Krypto as the Dog of Steel. During his many
adventures, Krypto wears a red cape detailed with
the letter "S."
A few years later, in Action Comics #261
(1960), DC introduced Streaky the Super-Cat, pet
feline to Supergirl. She was an average cat before
being exposed to a strange strain of "X-kryptonite"
(accidentally created by Supergirl while experiment-
ing with the common green kryptonite), after which
the cat gains the ability to fly, with matching red
cape. In her heroic form, Streaky has a yellow light-
ning-bolt streak on either side of her body. A few
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Superpowers
years later Supergirl also acquired a white stallion,
Comet the Super-Horse, in Action Comics #293
(1962). Unlike the other pets in the Superman
mythos, Comet didn't quite start out as an animal.
A former centaur from ancient Greece with powers
of mental telepathy, he locates Supergirl, who takes
him under her wing and adopts him as her equine
companion. To complicate matters, he also has the
power to temporarily take on human form, changing
into a handsome young man (with the identity of
cowboy "Bronco" Bill Starr) each time a comet
passes through the solar system. In his adven-
tures, Comet is bedecked with (are you sitting
down?) a red and yellow cape. Beppo the Super-
Monkey, a Kryptonian lab animal who was a stow-
away on the rocketship that carried Superman to
Earth, made his first appearance in Superboy #76
(1959). As Superman's pet, he wears a yellow and
blue costume and enjoys many of the same powers
as his master. Proty II is a native creature of the
planet Antares who can change into any shape he
chooses. He is the pet of Chameleon Boy, and —
along with Krypto, Streaky, Comet, and Beppo —
does double-duty as a member of the Legion of
Super-Pets. A nonhuman superteam who often
came to the aid of the thirtieth century's Legion of
Super-Heroes, the Legion of Super-Pets enjoyed
about a dozen adventures over the 1960s, after
which they pretty much disappeared from the DC
mythos. Only the careful comic-book reader noticed
that Streaky and Beppo were given cameos by
British comics writer Grant Morrison in a 1990 Ani-
mal Man story (issue #23).
Outside of the Superman storyline, other DC
superpets include Ace the Bat-Hound, Bruce
Wayne's household pet and Batman's courageous
crime-fighting companion. Wearing a bat insignia on
his collar and a tight-fitting eye mask intended to
conceal distinctive markings that would otherwise
reveal him as Wayne's pet, Ace accompanied Bat-
man and Robin on many adventures from the late
1950s through the mid-1960s. He was occasionally
joined by Bat-Mite, a magical, elf-like creature
&
described as a "mischievous mite from another
dimension" in a 1960 story from Detective Comics
(issue #276).
While the superpets phenomenon is primarily
restricted to DCs lighter moments, a few other char-
acters come to mind. Captain America's partner the
Falcon has a real falcon "partner" of his own, Red-
wing. A trained bird of prey, Redwing developed a
paranormal mental link with Falcon and often aids
his master in defeating various criminals. Marvel's
Red Wolf, a Native American hero with mystical pow-
ers and a smattering of adventures in both the Old
West and the present day, has a trusted companion,
a wolf named Lobo. The most notable superpet of
late, however, might just be Radar, canine compan-
ion to the strongman Supreme, as recreated by
British comics scribe Alan Moore in 1996 for the
now-defunct Maximum Press Comics. In Moore's
homage to the Superman myth, Radar takes the
Krypto role, with a radio collar to amplify his translat-
ed doggy thoughts. Though he shares the cape and
superpowers of his predecessor, Radar can terrorize
the neighborhood and get his master in the dog-
house in ways the comics of a more innocent era
would never have depicted — both a nostalgic and
satirical reminder of how far comics have roamed
from the superpet's golden age. — GM
Superpowers
Superheroes, the contemporary extension of the
ancient gods, represent ideals to which we all aspire.
Well, that looks good on paper, and to a
degree, it /strue. The fundamental explanation,
however, for the enduring popularity of super-
heroes — from the granddaddy of them all, Super-
man, to the Man of Steel's more recent successors
like Witchblade — is envy. People wish they could do
the amazing things that superheroes do. Young chil-
dren tie towels around their necks and pretend to
fly, or stage ninja battles in their backyards, before
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Superpowers
graduating to less visceral, more vicarious means
of simulating superpowers: engaging in computer
and role-playing games, reading comics and fantasy
books, and watching superheroes on film.
Two superpowers fascinate people most: flight
and invisibility. In his report for National Public
Radio's This American Life, in a segment entitled
"Invisible Man vs. Hawkman" (February 23, 2001),
commentator John Hodgman surveyed a handful of
participants on their preference between those abil-
ities. Flight, the ultimate symbol of freedom and
happiness, is a common theme in nighttime
dreams, while invisibility denotes stealth and even
insecurity. To no surprise, many men revealed their
transparency by opting for invisibility. What flabber-
gasted Hodgman was that each of his interviewees'
motivations was purely selfish: They wanted to fly to
Paris, or to sneak into the women's locker room. No
one said they'd use their powers to help others —
they'd only help themselves.
Humans may covet the gift of flight, but flying
is so routine within the supercommunity, it's easier
to hail an airborne hero than a taxicab. DC Comics'
Superman, Supergirl, Captain Marvel and the rest
of the Marvel Family, and Martian Manhunterfly
effortlessly. Marvel Comics' Thor is pulled through
the air by hurling his magic hammer. The Fantastic
Four's Human Torch and the Teen Titans' Starfire
scorch the skyways, leaving behind flaming trails.
Iron Man's armor, Starman's cosmic rod, and Green
Lantern's power ring propel them. The Silver Surfer
rides his space-spanning surfboard throughout the
deepest regions of the Marvel universe. DCs Hawk-
man and Hawkwoman, X-Man Archangel, the Wasp
of the Avengers, and TV hero Birdman flap their
wings, and Sub-Mariner, his winged ankles. Doctor
Strange, Marvel's Master of the Mystic Arts, floats
with his Cloak of Levitation, while Jean Grey of the
X-Men levitates via telekinesis. Justice Leaguers
Wonder Woman and the Atom glide on air currents,
and Genl3's Freefall manipulates gravity. Members
of the Legion of Super-Heroes, the teenage adven-
turers living one thousand years in the future, all
have flight rings. And while the X-Men's Nightcrawler
can't fly, he can do the next best thing: teleport.
That other superpower, invisibility, is not as
prevalent among superheroes as one might think.
The Invisible Woman of the Fantastic Four (formerly
the Invisible Girl before changing times liberated
her) can disappear (as could her possible model,
the 1940s newspaper-comic heroine Invisible Scar-
let O'Neil). The Legion's Invisible Kid gained admit-
tance to the team by pulling a vanishing act, and
the cartoon hero Space Ghost relies upon his Invisi-
belt to fade away. Then there are the phasers, phan-
tom superheroes whose ghostly appearances
spook their foes, or allow them to walk through
walls: Dark Horse Comics' Ghost, the Legion's
Phantom Girl (a.k.a. Apparition), the Justice Soci-
ety's Obsidian, the X-Men's Kitty Pryde (a.k.a. Shad-
owcat), and Top Ten's Jack Phantom display this
trait, as do deceased DC Comics heroes like Dead-
man and the Spectre. The android member of the
Avengers, the Vision, has absolute mastery of his
density, through thick and thin.
Superstrength is the superpower supreme, how-
ever, found among more characters than any other.
There are the infinitely strong, like Superman, who
can push asteroids, or the Hulk, whose strength is
fueled by rage. Other mighty men and women regis-
tering high on the muscle meter are Marvel's Thor,
Hercules, Iron Man, She-Hulk, Gladiator, and the
Thing; DCs Captain Marvel and Supergirl; and Image
(later Awesome) Comics' Supreme. The next level
down includes Wonder Woman and Troia (the original
Wonder Girl); America's Best Comics' Tom Strong;
Gen 13's Fairchild; Marvel's Sub-Mariner and Spider-
Man, who can heave cars; and Acclaim's Magnus,
Robot Fighter, who can karate chop through rogue
cyborgs. They're not alone: Dozens of other super-
heroes have varying grades of enhanced strength.
Being able to bench-press tons sometimes carries a
hefty price: Ben Grimm lost his humanity when cos-
mic rays mutated him into the Thing, and the
gamma-irradiated Bruce Banner cannot control his
incredible alter ego, the Hulk.
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Superpowers
Most superstrong heroes are also bolstered by
invulnerability, or superdense skin. The Hulk can
shrug off mortar shells, while Superman can with-
stand even greater blasts. The Avenger Iron Man's
armor and X-Man Colossus' steel skin keep them
safe from most attacks, and Ferro (a.k.a. Ferro Lad)
of the Legion of Super-Heroes can transmute into
iron. The Invisible Woman's force fields protect her
and her Fantastic Four teammates. The accident
that turned Luke Cage into Marvel Comics' "hero
for hire" called Power Man buffered his skin into the
organic equivalent of Kevlar. The X-Men's Wolverine
may not be invulnerable, but his mutant healing
ability allows him to rebound quickly from wounds.
Size does matter among superheroes. Many
can grow, like Dark Horse's Hero Zero, Marvel's
Black Goliath, the Doom Patrol's Elasti-Girl, the
Legion's Colossal Boy, and the ghostly Spectre, who
once expanded to such heights that he clobbered a
similarly sized opponent with a planet! Then there's
Henry Pym, the size-changing Avenger known as
Giant-Man ... and Goliath (and Yellowjacket!). Pym
started his career by getting small as the astonish-
ing Ant-Man, then teaming up with another tiny
titan, the Wasp. The world's smallest superhero, DC
Comics' Atom, can shrink to microscopic size, as
can the Legion's suitably named Shrinking Violet,
and Golden Age (1938-1954) freedom fighters Doll
Man and Doll Girl clobbered crooks despite their
Barbie-esque statures.
Other heroes shift their shapes in the line of
duty. Created in 1941, the first morphing superhero
was Plastic Man, who not only stretches his body
but also disguises himself as anyone or any
object — pliable "Plas" has snared many a felon by
pretending to be a chair or a lamp. Ralph Dibny, DC
Comics' sleuthing Elongated Man, drinks a liquid
called Gingold for his powers, and has frequently
snuck an extended ear into a room to get the goods
on bad guys. The malleable Mr. Fantastic's primary
attribute is his intellect, but he'll bounce and bend
with the Fantastic Four when necessary. Super-
man's pal, Jimmy Olsen, has been known to guzzle
his "elastic serum" to become Elastic Lad, and in
2000, the Atomics' Mr. Gum joined the ranks of the
rubbery heroes. Stretching characters aside, the
Rapunzel-like Medusa of Marvel's Inhumans can
turn her flowing red hair into entrapping tentacles or
harmful projectiles. Beast Boy (a.k.a. Changeling) of
the Teen Titans monkeys around in a variety of ani-
mal forms. The Super Friends' junior allies the Won-
der Twins trigger their abilities by joining together
their rings and chanting, "Wonder Twin powers, acti-
vate!" — Jayna, like Beast Boy, transmutes into crea-
tures, but her brother Zan can become ... liquid (a
superpower lampooned by the Cartoon Network in a
2002 commercial featuring Zan as water in a mop
bucket). The multi-powered Martian Manhunter is
also a shape shifter, and employs this ability regu-
larly — the bald, green form he uses as a Justice
League member disguises his true extraterrestrial
appearance, which unnerves most Earthlings.
Superspeed covers a lot of ground among
superheroes. The Marvel mutant Quicksilver is
blindingly fast, as are Marvel's Golden Age speed-
ster the Whizzer and the T.H.U.N.D.E.R. Agents'
Lightning. DC Comics is so enamored of fast
heroes that it has a stable of them, including three
generations of Flashes (Wally West, Flash III, got his
start as Kid Flash, swift-footed sidekick to Flash II);
two generations of Johnny Quicks; a Lady Flash; the
racing Russians called the Kapital Kouriers; teen-
age speedster Impulse; his mentor Max Mercury;
and the villainous Professor Zoom. One thousand
years from now, the Tornado Twins, descendents of
Flash II (Barry Allen), will zip alongside the Legion,
as will one of their children, XS. These heroes are
all linked by an extradimensional energy supply
known as the Speed Force.
Some superheroes possess supersenses.
Wolverine is able to sniff out friend and foe alike,
while Superman can adjust his hearing to pick up
voices from miles away and decipher frequencies
generally inaudible to the human ear. The Man of
Steel also boasts a range of optic powers: heat, X-
ray, telescopic, infrared, and microscopic visions. X-
tf*
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Superpowers
Men member Cyclops can't regulate the devastating
laser blasts from his eyes without his ruby-quartz
visor. Marvel's Daredevil lost his sight, but compen-
sates with a "radar sense" that allows him to per-
ceive nearby objects, while Spider-Man's "spider
sense" warns him of impending danger — and he
can cling to walls, to boot! Captain Mar-Veil is in
tune with the Marvel universe thanks to his Cosmic
Awareness, an ability Wizard: The Comics Magazine
once called "spider sense on steroids." Rogue's
superpower involves touch: She absorbs the abili-
ties and memories of those she encounters, a
mutation that keeps her at arm's length from her
friends in the X-Men.
Some superheroes snap, crackle, and pop with
electrical energy. Siblings Spark (formerly Lightning
Lass), Live Wire (a.k.a. Lightning Lad), and their vil-
lainous brother Lightning Lord possess this shock-
ing trait in their futuristic adventures with the
Legion, as does DCs Black Lightning and Mile-
stone's Static (a.k.a. Static Shock). Then there's
Thunderbolt, the mystical being who is living light-
ning. Thunderbolt fought crime in the 1940s when
summoned by Justice Society of America member
Johnny Thunder, and is called into action in the
2000s by Jakeem Thunder.
Elemental powers are also widespread among
superheroes. Storm of the X-Men and Rainmaker of
Gen 13 manipulate the weather, Marvel's Iceman is a
human popsicle who can form ice and snow, DCs
Red Tornado commands the wind, and the Human
Torch and Gen 13's Burnout are able to create flame.
The purviews of Comico's Monolith, Vortex, Morn-
ingstar, and Fathom are earth, air, fire, and water,
hence their superteam name: the Elementals. H 2 0-
breathers Aquaman and Sub-Mariner are kings of DC
and Marvel Comics' seas. DCs Metamorpho the Ele-
ment Man emulates the properties of the periodic
table, transforming his body into a wide array of
gases and chemical compounds. Marvel's Scarlet
Witch "alters probabilities" to create seemingly
supernatural phenomena, while other matters arcane
fall under the jurisdiction of sorcerers such as Mar-
vel's Doctor Strange and Clea, and the spirit-channel-
ing mutant Dead Girl; and DC Comics' Dr. Fate, Tem-
pest (formerly Aqualad), and father-daughter magi-
cians Zatara and Zatanna, the latter of whom speak
their spells backwards (or "sdrawkcab").
And then there are the superbrains: The
Legion's Saturn Girl reads minds and Justice Lea-
guer Aquaman telepathically speaks with fish. Pro-
fessor Charles Xavier and Jean Grey are the X-Men's
resident telepaths. Professor X can, like Saturn Girl,
scan minds, but can also implant thoughts and tele-
kinetically manipulate objects. His protege Grey is
able to project powerful mental bolts.
Many superheroes received their superpowers
through scientific accidents: Peter Parker was bitten
by a radioactive spider and became Spider-Man,
while Barry Allen (and later, Wally West) was simul-
taneously doused with chemicals and struck by
lighting (what are the odds of that happening once,
much less twice?) to gain superspeed as the Flash.
Fluke accidents like these are unlikely to create any-
thing other than body-bag filler in the real world, but
science is striving to create artificial superpowers.
Wired magazine's "Super Power Issue" (August
2003) revealed the latest technological advance-
ments in replicating invisibility (with optical camou-
flage) and teleportation (an Australian physicist suc-
cessfully teleported a laser beam in June 2002), as
well as weather control, x-ray vision, and other
amazing abilities. Journalist Paul Eng's June 4,
2003 ABC News report "Super-Hero Tech" covered
the efforts of the U.S. Army's National Protection
Center at the Soldier Systems Center — which
sounds like an agency lifted from a superhero
comic book — to design protective "LECTUS" (Law
Enforcement/Corrections Tactical Uniform System)
battle gear. Eng's opening comment: "Batman
would be jealous."
Actually, the jealousy is ours. Until LECTUS
suits and camouflage cloaks are available at the
mall, we'll have to rely upon superheroes to be
super for us.
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Superteams
It is interesting to note how the representation
of the superpowers themselves has changed over
the decades. In the 1940s and 1950s, the solution
to any superhero's problem was clear: Punch the
bad guy in the face (the sure-fire method to use
against thugs, mad scientists, Nazis, monsters,
alien invaders, and Communist spies). In the
1960s, the superpower ante was upped to satisfy
an audience jaded by tumultuous world events. Sim-
ple fisticuffs no longer sufficed. Old-timers like
Superman grew stronger and almost unstoppable,
while the new breed of heroes introduced by Marvel
Comics boasted powers unlike anything ever seen
before, from Spider-Man's uncanny ability to climb
walls to the Silver Surfer's almost-godlike "Power
Cosmic." For the next three decades, superpowers
got bigger and bolder as comic books amped up to
complete with special-effects-laden movies, TV
shows, and video games: Some superheroes, like
Jean Grey (a.k.a. Phoenix), became corrupted by
power, while omnipotent menaces like the Anti-Mon-
itor (in DC Comics' 1985 maxiseries Crisis on Infi-
nite Earths) threatened to erase all of existence.
As of September 11, 2001, superpowers
detoured into realms more realistic: Mighty heroes
still battle mighty villains, but newer characters
empowered only by determination have become the
icons of the twenty-first century. Marvel's 411
(2003) involved "real-world" peacemakers who have
no superpowers, and DCs Gotham Central
(2002-present), stars the cops on the beat in Bat-
man's hometown. — ME
Superteams
When the din of the competition threatens to drown
companies out of the marketplace, they have to
make more noise. That's what DC Comics did in the
winter of 1940 when, to give itself a viable edge on
the mounting number of new superhero comic
books appearing, it made the unprecedented move
of combining many of its superstars into one pack-
age, introducing comics' first superteam: the Jus-
tice Society of America (JSA).
In the ensuing decades, superhero teams have
come and gone, some more respected and endur-
ing than others, most with membership rosters too
long to cite. Individual heroes, too, have flitted
about, joining various teams throughout their
careers. Since the JSA splashed onto the pages of
All Star Comics #3, superteams have evolved into a
variety of archetypes.
we PAmxoTxc tsam
DCs primary intention with the JSA was to
spotlight characters — the Flash, Hawkman, the
Atom, the Sandman, the Spectre, Hourman, Dr.
Fate, even the lighthearted Johnny Thunder — who
were featured in only one other title (which explains
why Superman and Batman, who starred in two
series each, appeared only as honorary members).
This showcase concept created a revolving door for
superheroes, with Dr. Mid-Nite, Wonder Woman,
Starman, Black Canary, Wildcat, and Mr. Terrific
stepping in and out of the group.
Before long, however, the Justice Society
received a loftier calling than circulation boosting.
Once the United States entered World War II, the
JSA became a symbol of teamwork, encouraging
readers to unify to support the war effort. They were
the first patriotic superteam, poster children for
American propaganda. Others followed: Marvel
Comics' Young Allies (featuring sidekicks Bucky and
Toro, who stormed into action with their boisterous
battle cry of "Yahoo!") and All Winners Squad (Cap-
tain America, Human Torch, the Sub-Mariner, the
Whizzer, and Miss America, with Bucky and Toro
thrown in for good measure), and DCs second-string
JSA, the Seven Soldiers of Victory (also known as
the Law's Legionnaires). Many comics covers star-
ring these characters featured the heroes attacking
Axis soldiers, or fighting Adolf Hitler himself.
The Justice Society, like most superheroes,
faded into oblivion in the early 1950s, but was res-
<#>
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Superteams
urrected in the 1960s in annual team-ups with their
contemporary counterparts in the pages of DCs
Justice League of America. Subsequent resurrec-
tions in ongoing titles and miniseries, beginning
with a short-lived 1970s revival of All Star Comics,
have kept the JSA in print every few years.
Patriotic superteams resurfaced in the 1970s
when Marvel published The Invaders, a retro series
starring Captain America and company, who boldly
fought the Axis powers during World War II, some-
times alongside counterparts the Liberty Legion (on
America's home front) and the Crusaders (in
Britain). In the 1980s DC published All-Star
Squadron, a conglomeration of champions sum-
moned by President Franklin D. Roosevelt to assist
the overtaxed Justice Society of America after the
Pearl Harbor bombing. Both The Invaders and All-
Star Squadron (and a variety of spinoffs) were mas-
terminded by writer Roy Thomas. When DC acquired
the rights to Quality Comics' classic superheroes
like Uncle Sam, the Phantom Lady, the Ray, and Doll
Man, the publisher combined them in a 1970s
series called The Freedom Fighters. Then there's
Femforce, the most widely known superhero/ne
team, featuring Ms. Victory, Blue Bulleteer (later
Nightveil), She Cat, and Rio Rita.
Patriotism isn't confined to American soil: Mar-
vel's Alpha Flight (Northstar, Puck, Snowbird, and
others) are Canadian superheroes, and for a while
England was protected by Excalibur, consisting of
Captain Britain, transplanted X-Men Nightcrawler
and Shadowcat, and other mutants. DCs Global
Guardians is an international team with diverse
heroes like Ireland's Jack O'Lantern, Australia's Tas-
manian Devil, and Denmark's Little Mermaid.
THB SUPZZ-FAMUY
Many superteams are more than allies: They
share a close bond, which in some cases is blood.
Fawcett's legendary Marvel Family featured brother
and sister Captain Marvel and Mary Marvel, plus
extended family Captain Marvel Jr., Uncle Marvel,
and even the three lieutenant Marvels. They fought
the Monster Society of Evil and other troublemakers
for nearly a decade in eighty-nine issues of Marvel
Family (December 1945-January 1954).
A snooty scientist, his reserved fiancee, her
hot-headed brother, and their irascible friend gained
superpowers in November 1961 and became Mr.
Fantastic, the Invisible Girl (later Woman), the
Human Torch, and the Thing — the Fantastic Four.
The "FF" bickers constantly, and has had its share
of divisive spats, but their love for each other
always reunites them. They consider themselves
family first, superheroes second. The Baxter Build-
ing, a gleaming skyscraper in the heart of Manhat-
tan, serves as the Fantastic Four's home and base
of operations. It houses a vast laboratory where
Reed Richards (Mr. Fantastic) conducts bizarre
experiments, and, as the HQ of the FF, has attracted
numerous attacks from supervillains, much to the
chagrin of the building's other tenants.
In the 1960s the Teen Titans were just a bunch
of sidekicks (Robin the Boy Wonder, Kid Flash,
Aqualad, Wonder Girl, and later Speedy) who got
together for fun, and to help teens in need. In 1980
they gained new teammates Cyborg, Raven,
Changeling, and Starfire as the New Teen Titans,
and their union matured: "I was accused of trying to
do DCs X-Men," claims New Teen Titans writer/co-
creator Marv Wolfman. "And that was about as far
from the truth as possible. I was trying to do DCs
Fantastic Four." The Titans, and its television incar-
nation on the Cartoon Network's Teen Titans ani-
mated program (2003-present), operate from the T-
shaped Titans Tower in New York City.
Marvel's Power Pack is family in the truest
sense: Siblings Alex, Julie, Jack, and Katie Power all
have superpowers. Blossom, Buttercup, and Bub-
bles are genetically engineered sisters as the Car-
toon Network's Powerpuff Girls. The strangest
superfamily is the Metal Men — Gold, Iron, Lead,
Mercury, Platinum, and Tin — a group of robots with
human personalities. They are known for their argu-
ments, but are fiercely loyal to one another.
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Superteams
THE SUPZ2-AUIANCB
Most superhero groups gather together for the
common good. In Fawcett's Master Comics #41
(August 1943), Captain Marvel Jr., Minute-Man, Bul-
letman, and Bulletgirl teamed as the Crime Cru-
saders Club. That quartet was dwarfed in size by
the team of teenage heroes from 1,000 years in
the future, the Legion of Super-Heroes. First appear-
ing in a throwaway story in DCs Adventure Comics
#247 (1958), the Legion— originally Cosmic Boy,
Saturn Girl, and Lightning Boy (later Lightning
Lad) — traveled to the past to recruit Superboy into
their "Super Hero Club." Reader demand brought
the Legion back, and over the decades the team
has grown to an army (with Chameleon Boy, Ultra
Boy, Phantom Girl, Shrinking Violet, and Matter-
Eater Lad being just a few who have called them-
selves Legionnaires), with backups (the Legion of
Substitute Heroes) and furry companions (the
Legion of Super-Pets). The Legion's headquarters
was originally their "clubhouse," a yellow-and-red,
upside-down rocket ship. Over time their command
center expanded and reflected a more technologi-
cally realistic vision of the future. Several require-
ments govern Legion membership, including age
(teens only) and superpower restrictions (no artifi-
cial abilities, please). The Legion operates under
strict bylaws, and upon induction members are
issued a flight ring. In the 1990s the Legion
received an updating: outmoded names were mod-
ernized (Lightning Lad became Live Wire, Triplicate
Girl became Triad) and the series' tone took a dark-
er turn. From 1990 to 1995, Marvel published its
own futuristic superteam, with a much smaller cast
than Legion: Guardians of the Galaxy, featuring
characters like Starhawk and Yondu.
Perhaps the best-known group of heroes is the
Justice League of America (JLA), which debuted in
The Brave and the Bold #28 (1960). An updating of
the Justice Society, the Justice League merged DC
Comics' best-known characters Superman, Batman,
Wonder Woman, Aquaman, the Flash, Green
Lantern, and Martian Manhunter into a superteam
supreme. The roster has changed frequently over
the decades: Green Arrow, the Atom, Hawkman,
Zatanna.the Elongated Man, Blue Beetle, Dr. Fate,
and Plastic Man are just a few of the heroes who
have marched through JLA stints. The JLA head-
quarters is a satellite base, orbiting Earth; mem-
bers must teleport in and out. JLAers rotate through
monitor duty, surveying possible or credible threats
and either dispatching smaller teams or uniting the
group en masse. The Justice League has occasion-
ally established outposts, like the Justice League
Europe and Justice League International, but no
matter where it's located, the JLA stands ready to
protect not only America but the entire world.
The Avengers is Marvel Comics' counterpart to
the JLA. Originally the team consisted of Thor, Iron
Man, Ant-Man, the Wasp, and reluctant member the
Hulk, and over the years, Captain America, Scarlet
Witch, the Vision, Hawkeye, She-Hulk, and expatriate
X-Man the Beast are just some of the heroes who
have been called Avengers. The team operates from a
New York City mansion — although a West Coast satel-
lite branch was established for several years — with
their butler Jarvis assisting when needed. Captain
America has frequently served tours of duty as team
leader, and has rallied his titanic troops together with
the cheer, "Avengers Assemble!" The Avengers met
DCs Justice League in a four-issue, best-selling
crossover in 2003 and 2004. In the 2000s Marvel's
alternate-reality Ultimates series features a decidedly
different take on the Avengers. During a comics boom
of the mid-1970s, Marvel also published The Champi-
ons, a hodgepodge team featuring former Avengers
(Hercules, Black Widow), X-Men (Angel, Iceman), and
Ghost Rider thrown in for good measure. In the late
1980s and early 1990s a role-playing game appropri-
ated the name The Champions for a module starring
a team that also appeared in several comic books —
Flare, the Rose, Malice, and the Marksman were
included in this group.
Almost every comics company has combined its
heroes into teams. Archie Comics' Fly Man, the
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Superteams
Shield, the Black Hood, and other superheroes
became the Mighty Crusaders; Malibu's Ultraforce
counted Prime, Prototype, and Hardcase among its
roster; and even King Features' Flash Gordon, the
Phantom, and Mandrake the Magician joined forces
as the Defenders of the Earth. A more provocative
examination of the superhero group concept began in
1999 with WildStorm's The Authority, featuring a team
taking on repressive regimes and a corporate power
base. Among the Authority's lineup are Apollo and
Midnighter, gay versions of Superman and Batman.
me outsipbzs
There are groups of superheroes that are
unwelcome in society, usually due to humankind's
fear of their differences. No team better embodies
this than the X-Men, Marvel's mutant heroes. In The
X-Men #1 (September 1963) Professor Charles
Xavier, a wheelchair-bound telepath also known as
Professor X, located five troubled but unique young
people with remarkable superpowers and assured
them that they were not alone. They were mutants:
The next step in human evolution. From Xavier's
School for Gifted Youngsters, Professor X trained
them as the X-Men, and this original group of five —
Cyclops, Marvel Girl, the Beast, Iceman, and the
Angel — epitomized the hope for harmony between
humans and mutants. Xavier's rival, Magneto,
recruited his Brotherhood of Evil Mutants to ascend
to societal dominance.
The X-Men's struggles against Magneto, and
against racial intolerance, were a modest success
in the 1960s comics. X-Men was canceled in 1970,
but revived shortly thereafter as a reprint book.
Giant-Size X-Men #1 (1975) debuted a new version
of the team, with an ethnically diverse, harder-
edged roster including Wolverine, Colossus, Night-
crawler, Storm, and others joining Cyclops and Pro-
fessor X. From that point countless mutants have
been introduced, and the concept has mushroomed
into a franchise of comics (including, over the
years, X-Factor, X-Force, Wolverine, and X-Statix,
among others), several animated TV series, dozens
of action figures, and two successful live-action
movies (with the promise of more to follow).
Three months before the premiere of the X-
Men, DCs Doom Patrol debuted in My Greatest
Adventure #80 (June 1963). The similarities
between Marvel's mutants and DCs "world's
strangest heroes" are undeniable: Paraplegic mas-
termind Niles Caulder (the Chief) assembled a trio
of powerful outcasts (Robotman, Elasti-Girl, and
Negative Man) to work together as a team. The
Doom Patrol never fared quite as well as the X-Men
eventually did, although the "DP" has been revived
on several occasions, the most recent being a new
Doom Patrol series that began in 2001.
The Inhumans are an artificially constructed
race of superpeople (Black Bolt, Medusa, and many
others) who, like the X-Men, are often shunned by
the "real" populace within Marvel's comics and live
away from humans in the extraordinary lunar city of
Attilan. The Defenders were originally called Mar-
vel's "non-team": The anti-heroic Incredible Hulk
and Sub-Mariner, and the Master of the Mystic Arts
Doctor Strange, found themselves united by com-
mon goals, but divided by motivational differences.
The Defenders added numerous non-teammates to
its non-roster over the years, from the Silver Surfer
to the Valkyrie to former X-Men and Avenger mem-
ber the Beast. The Next Men, creator John Byrne's
homage to Marvel's X-Men, featured a quintet of
mutates who flee from the top-secret "Project Next
Men" and struggle to adjust to the real world while
avoiding their pursuers.
THZ SPECIALISTS
Some superteams are well-trained combatants,
"the best at what they do." Marvel's super-spy organi-
zation S.H.I.E.L.D. features a host of agents working
under the orchestration of former soldier Nick Fury. In
1982 Batman had a falling out with the Justice
League and assembled his own task force: the Out-
siders (Geo-Force, Metamorpho, Black Lightning,
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Superteams
Katana, and Halo), a team that has morphed into vari-
ous incarnations over the years. In 2003 Batman's
protege Nightwing (the original Robin the Boy Wonder)
began fronting an all-new Outsiders featuring Arsenal,
Thunder, returnee Metamorpho, and other heroes.
Nightwing's friend Oracle (the former Batgirl) sends
her operatives Black Canary and Huntress into urban
action as the Birds of Prey. DC Comics has also pub-
lished several versions of the Suicide Squad, the
most popular being the 1987-1992 incarnation, an
expendable collection of heroes and villains (Bronze
Tiger, Enchantress, Captain Boomerang, the Vixen,
and even Oracle) who were sent on missions by their
tough-as-nails boss Amanda Waller.
In the 1960s Tower Comics introduced its
T.H.U.N.D.E.R. Agents (Dynamo, No-Man, Menthor,
and others) as a disparate group of superpowered fig-
ures gathered to serve as The Higher United Nations
Defense Enforcement Reserves. Beautifully illustrated
by superstar artist Wally Wood, the original
T.H.U.N.D.E.R. Agents comics were reprinted in the
2000s by DC Comics. The Green Lantern Corps is
another group of super-specialists: They are inter-
galactic police, representing every sector of space
and protecting the universe with their power rings, the
infinitely mighty weapons with one weakness: Ineffec-
tiveness against anything yellow. One more group of
super-professionals is Top Ten, the name of a precinct
of cops in a city populated solely by superheroes.
The extreme superteam Youngblood was one of
the first of a new wave of hero groups that premiered
starting in 1992 when a cabal of popular artists/writ-
ers defected from Marvel to form their own company,
Image Comics. Boasting heavily armored anti-heroes
with take-no-prisoners attitudes and a bottomless
munitions cache, Youngblood spawned similar
series, from Image and other publishers, with impul-
sive, heavily weaponed characters: Cyberforce,
Brigade, Tribe, and Wetworks, to name a few, most of
which have fallen by the wayside. The most enduring
superteam to emerge from this trend was
WlldC.A.T.S: Covert Action Teams, counting hotshots
like Grifter and Spartan among its number.
WlldC.A.T.S continues in print into the 2000s, and
was an animated TV series in the mid-1990s.
THB NEXT GBNZZATTON
There are superteams consisting of younger
heroes who will one day replace their adult mentors
(and in some cases, super-parents), or simply
become the next heroic wave. The super "family" of
Teen Titans was originally considered the "junior
Justice League" before maturing out of their guides'
shadows. Infinity, Inc. (published by DC Comics
from 1984 to 1988) was a second-generation Jus-
tice Society (with Jade, daughter of the original
Green Lantern, plus Fury, the Huntress, Northwind,
and others, all JSA descendants), and in the 2000s
the Justice Society tradition continues in the pages
of JSA, featuring a hybrid team of classic and new
superheroes. DCs superteam parody The Inferior
Five (Merryman, Awkwardman, Dumb Bunny, White
Feather, and the Blimp) were the hapless offspring
of superheroes who couldn't quite fill their parents'
shoes (or boots). A latter-day Avengers, A-Next, fol-
lowed in its predecessors' flight-paths for one mem-
orable year (1998-1999), and still occasionally
appears in the similarly themed Spider-Girl.
Marvel has introduced teams of young charac-
ters, with X-Men spinoffs The New Mutants (includ-
ing Cannonball, Warlock, Wolfsbane, and Sunspot),
Generation X (with Husk, Jublilee, Mondo, and oth-
ers), and X-Statix (featuring the Anarchist, Phat, U-
Go Girl, and Dead Girl), as well as its 1990s version
of the Teen Titans, The New Warriors (Speedball,
Night Thrasher, Namorita, Firestar, Marvel Boy, and
Nova). In WildStorm Productions' Gen 13, the U.S.
government planned to create its own S.P B.s
(superpowered beings) through DNA manipulation,
the result being a group of superkids including
Fairchild, Burnout, Rainmaker, and Grunge. A similar
theme was explored in the mid-1980s series DNA-
gents: "Science made them ... but no man owns
them" read a tag line for this comic starring Tank,
Surge, Rainbow, Sham, Amber, and Snafu.
**>
TH£ SUPBBHeiZO BOOK
Supervehicles
THE NEXT OZPZZ
Finally, there are superteams that exhibit god-
like traits, no better example being the New Gods,
created for DC Comics by the celebrated "King" of
comics, artist/writer Jack Kirby. Orion, Lightray,
Metron, the Black Racer, and other superpowered
beings answer to the all-knowing Highfather on the
peaceful planet New Genesis. The New Gods' par-
adise is constantly disturbed by New Genesis' dark
doppelganger world, Apokolips, ruled by the tyranni-
cal Darkseid and his evil minions. For DC Kirby also
produced the Forever People (Mark Moonrider,
Beautiful Dreamer, Big Bear, Serifan, and Vykin the
Black), hippie-ish young superbeings who reside in
the amazing city called Supertown; while for com-
petitor Marvel he created the New Gods-like Eter-
nals (Makkari, Thena, Sersi, and Ikaris).
Some superteams consider themselves gods.
Marvel's Squadron Supreme, at face value a Justice
League riff — Hyperion was its "Superman,"
Nighthawk, its "Batman," Power Princess, its "Won-
der Woman," Golden Archer, its "Green Arrow,"
etc. — was a mid-1980s limited series that explored
a superteam's benevolent rule of its society, and a
resistance group that plotted to overthrow the
Squadron's quiet tyranny. DCs groundbreaking
twelve-issue Watchmen (1986-1987) covered simi-
lar territory via its society of dysfunctional super-
heroes (Dr. Manhattan, Rorschach, Nite Owl, and
others). Dark Horse's mid-1990s series Catalyst:
Agents of Change chronicled the demands placed
upon a superteam (Grace, Titan, Rebel, Mecha, and
others) who took it upon themselves to manage the
Utopian Golden City.
Then there was the New Guardians, a group of
dissimilar characters who arrived in the DC universe
after Millennium, a 1988 crossover threaded
throughout most of DCs superhero titles. Their agen-
da was to propagate their unique genetic strains, but
with an odd cast containing Harbinger, Ram, Flora,
and the flamboyantly gay stereotype Extraho, readers
rejected the series and it died after twelve issues.
Other superteams have come and gone, and
some that have gone will surely be back. From the
original concept of an assemblage of costumed
favorites to the more contemporary interpretation of
argumentative rebels, the superteam will continue
to exist as long as superheroes do. — ME
Supetvefirctes
"Chicks love the car," observed the Dark Knight (Val
Kilmer) in director Joel Schumacher's Batman Forever
(1995). Guys do, too: For decades, the Batmobile has
won the race to be the premier superhero vehicle.
After tooling around Gotham City's mean
streets for two years in a variety of unidentifiable
autos, in 1941 DC Comics' Batman drove his first
stylized Batmobile, a steel-reinforced roadster with
a bathead-shaped battering ram, batwinged tail fin,
and bulletproof windows. In 1950, the car was
lengthened into a sedan with a bubble top, spot-
light, and interior crime lab, and got plenty of
mileage until the mid-1960s when Batman and
Robin traded it in for an open-topped sports car
with dual batwinged fins and a batmask hood
insignia. The most recognizable version of the Bat-
mobile careened onto television in the campy Bat-
man live-action show (1966-1968). Car customizer
George Barris converted a 1957 Ford Futura into a
batfinned hot rod with mag wheels and orange rac-
ing stripes, equipped with a rear parachute for quick
stops, a dashboard radar, and a beeping Batphone
to police Commissioner Gordon — all clearly labeled.
Multiple Batmobiles were created for the program,
but the unwieldy vehicles proved awkward to han-
dle. Stunt driver Victor Paul remarked, "That thing
was a deathtrap.... The steering would break on it."
Maneuvering difficulties aside, the TV Batmobile
was a smash, and replicas — from tiny diecasts to
plastic model kits to kid-sized pedal cars — were
(and still are) popular items. To this day, Barris' Bat-
mobiles tour the United States in auto shows and
at comics conventions. In the comics, with each
TH£ SUPBBHeiZO BOOK
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Supervehicles
passing decade, Batman has swapped his Batmo-
bile for a newer model: a sports coupe in the
1970s, a drag racer in the 1980s, and a heavily
armored rolling arsenal beginning in the late
1980s, inspired by another Barris custom, for direc-
tor Tim Burton's Batman (1989).
The Batmobile is only one vehicle in the expan-
sive Batcave: Batman and Robin have taken wing in
the Batplane (which has also undergone many
transformations, including the Batwing, in the 1989
Batman movie), Batcopter, Batgyro, Whirly-Bat, Bat-
Glider, Bat-Missile, and even the Flying Batcave; rid-
den the waves in the Batboat and Bat-Sub (a.k.a.
the Batmarine); and avoided traffic jams in the Bat-
cycle (with a sidecar for the Boy Wonder) and the
Bat-humvee! Robin tried rocket-propelled roller
skates in 1941 before eventually hopping onto a
motorcycle of his own, a mode of transit he main-
tains in his identity of Nightwing.
Not to be outdone, Bat-foes Joker and Cat-
woman have sped around Gotham in their own vil-
lainous vehicles, the Jokermobile and Kitty Car, and
early in their careers, Green Arrow and Speedy
cruised the highways and skyways in their golden
Arrow Car and Arrow Plane. Ideal Toys' Captain
Action, who appeared in his own DC Comics series
(1968-1969), zoomed over land and sea in his mis-
sile-launching Silver Streak, but the Spy Smasher, a
Golden Age great, one-upped the Captain with his
Gyrosub: plane, helicopter, speedboat, and subma-
rine, all in one vehicle! The Green Hornet and his
sidekick (and chauffeur) Kato patrolled the streets
in a sleek sedan dubbed the Black Beauty. Loaded
with crime-crushing devices ranging from a surveil-
lance camera to a steel-piercing laser, the Black
Beauty was a hit in television's The Green Hornet
(1966-1967); customized by Dean Jeffries from a
1966 Chrysler Imperial Crown, this supervehicle
was profitably merchandized. Even Superman,
comics' foremost flying hero, was bitten by the car
bug: He took his aerodynamic Supermobile, com-
plete with lead lining for kryptonite protection and
retractable giant fists, for several spins in his
1970s comics. Meanwhile, Superman's pal Jimmy
Olsen and his young allies the Newsboy Legion
rocketed about in a souped-up supercar called the
Whiz Wagon, in a series of 1970s comics stories
written and illustrated by Jack Kirby. Aquaman, DC
Comics' king of the seven seas, usually swam the
ocean depths (or hopped a ride from an equestrian-
sized seahorse or another of his undersea friends),
but once on TV's Super Friends he used an
Aquasled; his underwater counterpart at Marvel,
Namorthe Sub-Mariner, commanded his Imperial
Flagship to navigate the seas.
Since most of Marvel Comics' superheroes
reside in the dense urban environs of New York City,
few drive vehicles. Look up, however, and you may
see the Fantastic Four's sky-soaring Fantasti-car, or
Nick Fury, Agent of S.H.I.E.L.D.'s airborne automo-
bile called the Hovercar. Fury's organization of
super-cops also uses a flying headquarters dubbed
the Helicarrier, loaded with myriad countermeasures
against psionic and telekinetic attacks. Down
below, the Punisher seeks human vermin in his
shatterproof battle van, and the web-slinging Spider-
Man once grabbed the keys to a dune buggy called
the Spider-Mobile for a brief ride in the 1970s. Mar-
vel's eerie Ghost Rider prowls the night streets on a
motorcycle (with flaming tires!), and he's not alone:
DCs Huntress, Black Canary, Wildcat, and cowboy
crusader Vigilante are also bikers. (In fact, the Vigi-
lante's cycle has a unique gyro system that allows it
to remain stable no matter how the rider leans, and
it packs destructive missiles that are activated by a
"trigger-mech" in the handgrips.) On the Batman
television show, Batgirl (Yvonne Craig) puttered
about on a purple cycle adorned with lace and a big
yellow bow (born to be m/7d?)!
While virtually every superteam from the X-Men
to the Legion of Super-Heroes owns a stealth jet or
space cruiser, some heroes use even more extraor-
dinary means to travel. Metron, the dimension-
crossing couch potato of DCs New Gods, traverses
the final frontier in his Mobius Chair, while Marvel's
"sentinel of the spaceways," the Silver Surfer,
*1*
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Supervillains
hangs ten on his cosmic surfboard. DCs resident
spaceman, Adam Strange, and writer/artist Dave
Stevens' Rocketeer, use jetpacks to fly into action.
Wonder Woman's invisible plane is the most unusu-
al of all superhero vehicles. Even though her jet is
transparent (perceptible to the reader's eye in out-
line form), Wonder Woman herself is not — the seat-
ed Amazonian Princess is clearly visible each time
she pilots her plane!
With the technological advances of the late
twentieth and early twenty-first centuries, sleek,
computerized vehicles have rolled out of the exclu-
sive domain of superhero mythology and into the
real world: On-board mapping systems, voice-auto-
mated instructions, and even televisions with DVDs
have become common features in the "family car."
As a result, the supervehicle of the comics is no
longer the awe-inspiring novelty it was during the
Golden (1938-1954) and Silver (1956-1969) Ages
of comics. — ME
Supewflfahis
At the advent of comics' Golden Age (1938-1954),
readers were dazzled by the audacious exploits and
flashy ensembles of the first wave of superheroes.
Very quickly, however, the novelty of these men and
women of steel became endangered from battles
with generic gunmen and mouthy mobsters, men-
aces borrowed from the pages of newspapers of the
day. Comic-book editors, writers, and artists were
challenged to create supervillains against whom
their heroes could maintain their mythic status.
MZPIA INSPIRATIONS
Some comics creators looked to the movies for
inspiration. Mad scientists, a staple of popular cine-
ma of the 1930s, soon unleashed their diabolical
machinations against many of the first super-
heroes. Dr. Death, a run-of-the-mill evil genius,
posed a minor threat to Batman, but Professor
Hugo Strange proved a deadlier menace: He terror-
ized the hero's home of Gotham City with mutated
monsters and noxious gas. The first two major foes
to challenge Superman boasted tremendous intel-
lects: the Ultra-Humanite, who could transfer his
mind into other bodies; and Lex Luthor, a master-
mind who took on Superman with a destructive
arsenal and became so popular with readers that
he has endured to this day. Captain Marvel, the
"World's Mightiest Mortal" of Fawcett (and later DC)
Comics fame, was habitually harassed by the das-
tardly Dr. Sivana. Similarly, Professor Torture bedev-
iled the Angel (no relation to the popular X-Men
member), Dr. Psycho confronted Wonder Woman,
the Thinker challenged the Flash, Brainwave tried to
outsmart the Justice Society of America, Dr. Riddle
took on Bulletman and Bulletgirl, and Mr. Who used
his "Z solution" to annoy Dr. Fate. Many of these
characters apparently patronized the same tailor,
given their preference for lab coats.
Movie monsters scared up big box office
receipts during this era, and inspired ghoulish
supervillains in comic books. In one of his earliest
tales, Batman fought — and killed! — vampires, then
later met Clayface, a serial killer patterned after
horror star Boris Karloff, and Two-Face, a grotesque-
ly scarred Jekyll-Hyde gangster. The undead
Solomon Grundy lumbered out of the swamps to
become a foe of Green Lantern; Captain America
and Bucky battled the "walking dead" called the
Hollow Men; and the serpentine saboteur Cobra put
the squeeze on Magno, the Magnetic Man.
Another early supervillain trend — costumed
criminals — netted mixed results. Bad guys with col-
orful garb did not always make enduring adver-
saries: Doll Man's pint-sized pest Tom Thumb and
Bulletman's nemesis the Black Rodent (whose uni-
form included a rat's-head mask and a tail) are
remembered today only by the most dedicated his-
torians. Superman's first enemy to don a disguise,
the Archer, also failed to strike a bull's eye with
readers. Most of the menacing masqueraders
added to Batman's rogues' gallery, however, com-
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Supervillains
bined compelling modus operandi with garish attire
to imprint themselves upon comics readers: The
ghastly, grinning Joker's shock of green hair and
pasty-white face frightened fans, as did his pen-
chant for inducing a smile upon murdered victims;
the fetching Catwoman's sexy purple gown and flow-
ing ebon locks belied her wicked fluency with her
"cat-o '-nine-tails" whip; and the pillaging Penguin's
portly waddle made him look comical, but his dead-
ly bumbershoots were no laughing matter.
TH£ ZVIL THAT MEN PO
World War II produced real-life "supervillains"
who shocked the world. Despicable acts of blood-
shed, torture, and conquest perpetrated by the Axis
powers filled the papers and newsreels, proving too
sinisterly seductive for the comics to ignore. In the
early 1940s, German and Japanese soldiers, spies,
and saboteurs were regularly depicted as comic-
book menaces: Superman tackled Adolf Hitler and
Joseph Stalin in a 1940 Look magazine supplement,
and Marvel's own Captain America, who bowed in
March 1941, owes his very origin to the advent of
Nazi spies. Once the December 1941 bombing of
Pearl Harbor drew the United States into this global
conflict, the anti-Axis sentiment became even more
overt. Actual comic-book supervillains swathed in
Swastika cloth set their diabolical sights on super-
heroes: The Red Skull became Captain America's
principal adversary; Captain Marvel Jr. squared off
against Captain Nazi; MU Publications' Steel Ster-
ling battled Baron Gestapo, and its dark hero the
Hangman was the sworn enemy of Captain Swasti-
ka; and a cretin called Satan, decked out in a robe
decorated with a Swastika, fought Harvey Comics'
Spirit of 76. Japanese villain Captain Nippon took on
Captain Marvel Jr.; the yellow-skinned, fang-toothed
Claw, an "Oriental" supremacist who could grow to
humongous proportions, fought the Golden Age
Daredevil (not to be confused with the Marvel
Comics hero of the same name); and the Shield and
his sidekick Dusty wrangled with the heinous Hun.
Hitler himself appeared regularly in comics and on
comics covers of the era, including Gleason Publica-
tions' 1941 classic, Daredevil Battles Hitler #1.
Golden Age superhero comics did not exclusive-
ly rely upon the Axis threat for villainous fodder, how-
ever: Each publisher consistently churned out a bevy
of bad guys (and gals) to fight their superheroes.
Noteworthy no-goodniks of the era include Captain
Marvel's (and the Marvel Family's) foe Mr. Mind (a
brainy worm who wore thick-lensed eyeglasses), the
robotic Mr. Atom, the savage Ibac, and the problem-
atic Monster Society of Evil (a villainous superteam
led by Mr. Mind); Green Lantern's enemies the Icicle,
the Gambler, the Sportsman, the Huntress, and the
Harlequin; the Shark, who swam into the pages of
Amazing-Man Comics; Dr. Fate's mystical menace
Wotan; and the Riddler, Tweedledee and Tweedle-
dum, the Mad Hatter, and the Scarecrow, yet more
hazardous threats to Batman and Robin.
Other memorable Golden Age supervillains
include the Hangman's foe, the Executioner (who
wielded an icepick as an artificial hand); Flash
rogues Star Sapphire, the Fiddler, and Thorn;
Magno, the Magnetic Man's pesky Clown; the villain-
ous Valkyrie, who was a thorn in Airboy's side; the
armored God of War Mars and the spotted pest the
Cheetah, who made life tough for Wonder Woman;
the sentient ventriloquist's puppet called the
Dummy, arch foe of DC Comics' Western superhero
the Vigilante; Hawkman's dastardly dapper nemesis
the Gentleman Ghost; Superman's headaches the
Puzzler, the Prankster, the Toyman, and Mr. Mxyztplk
(later Mr. Myyzptlk); the cloudy criminal called the
Mist, who mystified Starman; a different villain call-
ing himself the Mist, who clashed with MU's Black
Hood, as did Panther Man, the Skull, and the Crow;
and a handful of enemies of DC Comics' Justice
Society of America — Vandal Savage, Per Degaton,
the Psycho-Pirate, and the evil assemblage the
Injustice Gang of the World. Most of these supervil-
lains were content to use their powers or weapons
to plunder, or just to irritate their enemies, but a
few — including Mars, Vandal Savage, and the
Claw — were true tyrants, bent on domination.
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Supervillains
Once the most popular superheroes jumped
from comic books to other media, their rogues usu-
ally failed to accompany them. Sivana was nowhere
to be seen in the movie serial The Adventures of
Captain Marvel (1941), nor did the Red Skull join
his foe in Captain America (1944). Likewise, the
Man of Steel's enemies from the comics were
absent from the seventeen Superman animated
theatrical shorts produced by the Fleischer Studios
(1941-1943), but Luthor appeared on screen in the
live-action serial Atom Man vs. Superman (1950).
In their two movie serials, Batman and Robin tan-
gled with villains specially tailored for the limited
budgets of the medium, but in their daily and Sun-
day newspaper strips, arch-nemeses Joker, Penguin,
and Catwoman were menacing mainstays.
POSTWAR VILLAINS
While World War II was a boon for superhero
comics, the war's conclusion proved disastrous for
the genre, and most superheroes and supervillains
were systematically retired. For the handful of
superheroes who remained in print, their adver-
saries continued to reflect the headlines of contem-
porary newspapers. Readers predisposed toward
believing the Roswell alien-landing story appreciat-
ed Captain Midnight's 1947 struggles with Jagga
the Space Raider and Xog the Evil Lord of Saturn; in
1948 the Fighting Yank clobbered Ku Klux Klan-like
robed foes; and the Fighting American, one of the
few superheroes (albeit a parody of the medium) to
premiere in the 1950s, fought Communist adver-
saries like Poison Ivan and Hotsky Trotsky.
By the mid-1950s, almost all superheroes had
hung up their capes, save DCs Superman, Batman,
and Wonder Woman, who tangled with alien
invaders, a handful of watered-down versions of their
Golden Age foes, and a few new additions to their
rosters of enemies — Angle Man took on Wonder
Woman, and a new, morphing Clayface mucked up
Batman's life, as did minor-league menaces Doctor
Double-X, Calendar Man, and Signalman. When the
Man of Steel flew onto the small screen in the live-
action syndicated television series The Adventures
of Superman (1953-1957), he corralled hoodlums
and petty thieves, with nary a supervillain in sight.
One major supervillain did surface to plague
comic-book superheroes in the 1950s: Dr. Fredric
Wertham. This well-intentioned, real-life psychiatrist
linked juvenile delinquency to comics reading in his
book Seduction of the Innocent (1954), inciting U.S.
Senate hearings that inflicted upon the industry a
censorship board (the Comics Code Authority, or
CCA). The few post-code supervillains that still
appeared in print were nonthreatening — and boring.
PC COMICS SUPZZVIUAINS OF
THB SILVZZAGZ 0956-1969)
The introduction of the all-new Flash in DC
Comics' Showcase #4 (1956) heralded a superhero
comeback. The Flash over time garnered one of the
most imaginative rogues' galleries in comics, felons
each employing technological gadgets or scientific
weapons to take on the Fastest Man Alive: The Mir-
ror Master teleported and created illusions with
trick mirrors, Heat Wave melted the pavement under
the Flash's feet with his heat ray, Captain Cold put
the Flash on ice with his freeze gun, and the Weath-
er Wizard manipulated blizzards and winds with his
weather wand. Other Flash foes of the era include
Captain Boomerang, the Top, the Trickster, Pied
Piper, Abra Kadabra, Professor Zoom (a.k.a. the
Reverse-Flash), Dr. Alchemy (a baddie who some-
times appeared in a different guise, as Mr. Ele-
ment), and the telepathic, super-intelligent simian,
Gorilla Grodd.
Green Lantern followed the Flash with his
Showcase #22 (1959) reinvention, and likewise
attracted science-spawned adversaries: Sinestro,
Doctor Polaris, the Shark, Sonar, the Black Hand,
Hector Hammond, the Tattooed Man, and a new
Star Sapphire (who happened to be the hero's girl-
friend under her pink mask). DC continued to
rework its Golden Age heroes into Silver Age incar-
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Supervillains
nations, and added ultramodern (for the time) men-
aces to the mix: The Atom fought Chronos and
Plant-Master; the Shadow Thief challenged Hawk-
man; Ocean Master, Black Manta, and the Fisher-
man splashed into the pages of Aquaman; and the
Justice League of America was plagued by Starro
the Conqueror, the Queen Bee, Amazo, Felix Faust,
Doctor Light, Doctor Destiny, Despero, the Key, the
Shaggy Man, and Kanjar Ro. Eclipso, deemed hero
and villain in one man, temporarily became the star
of the anthology series House of Secrets. The Teen
Titans tumbled with the tousle-haired Mad Mod,
whose Carnaby Street fashions foreshadowed the
coming of the movies' Austin Powers; and Chemo, a
giant that spewed toxic chemicals, was a recurring
threat to the robot heroes the Metal Men.
Science-based menaces were also introduced
into the Superman comics, including the android
Brainiac, who used his reducing ray to shrink and
collect cities from across the universe; Titano the
Super-Ape, a King Kong pastiche, who paralyzed
Superman with kryptonite vision; Metallo, the man
with the robotic body powered by a kryptonite heart;
Bizarro, a superpowerful but dimwitted duplicate of
the Man of Steel; the multipowered Composite
Superman, who nearly eliminated the Man of Steel
and Batman; and the Parasite, who could siphon
Superman's energy. The Legion of Super-Heroes —
the team of super-teenagers living one thousand
years in the future — also developed an impressively
insidious roster of enemies including Computo, Doc-
tor Regulus, the Fatal Five, the Time Trapper, Mordru
the Merciless, Universo, and the Legion's dishonor-
able doppelgangers, the Legion of Super-Villains
(Cosmic King, Saturn Queen, and Lightning Lord).
While Batman encountered a few science-
based opponents — like the chilling Mr. Freeze
(called Mr. Zero in his initial 1959 appearance), the
dizzying Spellbinder, and the aforementioned Com-
posite Superman — most of his new foes emerging
during the Silver Age were more down to earth: The
sultry Poison Ivy seduced Batman and Robin into
conflict, the hulking Blockbuster's rage could only
be quelled by a glimpse of the face of Bruce Wayne
(Batman's alter ego), and Batman discovered the
existence of a vast international crime network
called the League of Assassins. The Caped Crusad-
er's rogues' gallery became television stars in the
live-action Batman (1966-1968), which featured
Hollywood's hottest (and a few has-beens) as villain-
ous guest stars. Some examples: Cesar Romero as
the Joker, Burgess Meredith as the Penguin, Frank
Gorshin (temporarily replaced by John Astin) as the
Riddler, Vincent Price as Egghead, Roddy McDowell
as the Bookworm, Milton Berle as Louie the Lilac,
and Victor Buono as King Tut. On Saturday morning
TV, Brainiac, Luthor, Mr. Mxyzptlk, and the Prankster
fought Superman on his cartoon show, while, con-
versely, most of the other animated episodes fea-
turing DC superheroes pitted them against stereo-
typed extraterrestrials.
DCs supervillains of the Silver Age shared
more in common than flamboyant costumes and
scientific weaponry. Most were motivated by greed,
and their rivalry with their superheroes was a
byproduct of their thievery. Few DC villains of this
era could be categorized as inherently evil. Excep-
tions include Grodd, who held no regard for
humans, and Luthor, whose hatred of Superman
had intensified to such a boiling point that he was
no longer content with matching minds with the
Man of Steel; He wanted Superman dead.
MAZVU COMICS
SUPZ2VIUAINS OF THE
SILVeZAGB
Marvel Comics approached both superheroes
and supervillains differently from competitor DC.
Marvel's heroes possessed traits previously consid-
ered anti-heroic, such as selfishness and narcis-
sism, and its villains went even further, many being
despicable despots or egomaniacal enslavers.
The Fantastic Four (FF), the originators of the
Marvel universe, protected New York City from an
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Supervillains
Silver Surfer and the evil Galactus in the animated show The Silver Surfer.
onslaught of menaces including the hideous subter-
ranean dictator called the Mole Man; Super-Skrull,
an alien commanding each of the FF's abilities; and
the emotion-manipulating Hate Monger; plus Blas-
tarr, Diablo, Dragon Man, Psycho-Man, the Molecule
Man, Puppet Master, and Annihilus. The FF's most
challenging adversaries were Galactus, a sky-
scraper-sized alien who consumed the lifeforce of
planets, and Doctor Doom, the collegiate rival of the
FF's leader Reed Richards (a.k.a. Mr. Fantastic),
whose machinations nearly toppled the Four time
and time again. Even the Sub-Mariner, Marvel's pop-
ular anti-hero from the Golden Age, resurfaced as a
villain in early Fantastic Four issues, although his
motivation for striking against humankind — retribu-
tion for surface dwellers' encroachment upon his
undersea kingdom — made him a sympathetic foe.
Some Marvel menaces' names unambiguously
conveyed a thirst for domination, or an evocation of
terror: the Avengers' antagonists Kang the Con-
queror and Ultron; the Incredible Hulk's bitter ene-
mies the Leader, the Abomination, and the Absorb-
ing Man; Captain America's foe Baron Zemo; the
armored adversaries of Iron Man, the Titanium Man
and the Crimson Dynamo, plus the insidious instiga-
tor the Mandarin; the god of thunder Thor's powerful
enemies the High Evolutionary, Grey Gargoyle, and
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Supervillains
Ulik; and Dormammu and Baron Mordo.the sinister
sorcerers casting evil spells on the Master of the
Mystic Arts, Doctor Strange. The Silver Surfer bat-
tled the lord of the underworld, Mephisto, and when
not warring against pummeling powerhouses, Thor
matched wits with his evil half-brother Loki. Dare-
devil's rogues' gallery lacked the omnipotence of
some of Marvel's other 1960s villains, but still, the
Beetle, the Owl, the Stilt-Man, and the Gladiator
were no pushovers (actually, pushing over the Stilt-
Man was one way to defeat him ...)■
Marvel's X-Men, a society representing
humankind's next evolutionary step, waged a civil war
with evil mutants like Magneto, the Juggernaut, the
Blob, the Toad, and Sauron. Spider-Man, Marvel's oft-
misunderstood superhero, was regularly branded a
bad guy by the media and police, while targeted by
supervillains like Kraven the Hunter, the Kingpin, the
Scorpion, the Shocker, Electro, the Vulture, the Lizard,
the Sandman, the Rhino, and Mysterio. Spidey's most
problematic Silver Age villains, the sneering Green
Goblin, who sailed over the New York cityscape on his
goblin glider, and the mechanical-armed madman Doc-
tor Octopus (a.k.a. "Doc Ock"), stood out among this
pernicious pack. The Hulk, Marvel's monstrous super-
hero, was a frequent combatant of most of Marvel's
heroes, particularly the Fantastic Four's Thing.
In the mid- to late 1960s, many of Marvel's char-
acters were translated to television cartoons, and
their villains joined them, wreaking terror on the tube.
These translations were truly literal in the case of TV's
Marvel Super Heroes (1966-1968) and Fantastic
Four (1967-1970), with the former's limited-anima-
tion episodes being shot directly from the Marvel
comics and the latter's scripts closely based on them.
OTHER SUV BR
AGB SUPBZVIUAINS
The popularity of superheroes during the 1960s
triggered an upsurge of costumed crime fighters
from a variety of comic-book publishers and televi-
sion producers. Moltar, Zorak, the Black Widow, and
Brak were among the foes of the Saturday-morning
TV superhero Space Ghost, and Captain Action of
Ideal Toys (and DC Comics) fame clashed with the
otherworldly scientist Dr. Evil. While Charlton
Comics' "Action Heroes" were inventive alternatives
to DC and Marvel superheroes, their supervillains
ranged from unique (the Madmen, who battled the
Blue Beetle, plus the Ghost, Punch and Jewelee, and
Dr. Spectra, foes of Captain Atom) to derivative
(Peacemaker's flaming foe Mr. Blaze, Judomaster's
agile adversary the Acrobat, and Son of Vulcan's
egotistical enemy King Midas).
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BzeepoFeviL
Supervillains became bolder, blacker, and
bleaker in the 1970s. So did superheroes. The
anti-hero — the hero with personality flaws, or with
questionable motivations — was popularized during
the decade, in response to a youth culture desensi-
tized over an unpopular war, civil unrest, and dis-
honest politicians.
In 1970, Jack Kirby, the artist for many of Mar-
vel's most popular characters of the 1960s, jumped
ship to DC, producing four interlocking "Fourth
World" titles that shared one central villain: Dark-
seid (pronounced "Dark-side"), a genocidal demigod
who subjugated the dismal planet Apokolips. Dark-
seid craved the elusive Anti-Life Equation, and with
malevolent minions like his brutish offspring
Kalibak, the duplicitous Desaad, and the sadistic
Granny Goodness, Darkseid brought a new depth to
DC villainy. Had Kirby introduced Darkseid into the
Marvel universe, the villain's impact may have been
weakened by the publisher's other omnipotent war-
lords. But at DC, Darkseid was truly unique, and sin-
gularly vile. His machinations ultimately spread
beyond Kirby's "Fourth World," and over the
decades he has challenged everyone from Super-
man to the Legion of Super-Heroes.
Another daringly different DC villain that originat-
ed in the early 1970s was Batman's adversary, the
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Supervillains
immortal Ra's al Ghul, an international terrorist
spreading global chaos long before anyone in the real
world had heard of Osama bin Laden. Also in the
1970s, one of Batman's most enduring enemies, the
Joker, reverted from his mischievous Clown Prince of
Crime persona to his original murderous ways, leav-
ing grinning corpses in his wake. The Joker became
so popular during the decade that he was awarded
his own magazine, albeit one in which restrictions
imposed by the CCA censorship board made his por-
trayal more comical than homicidal.
Another chilling Batman foe to debut during the
1970s was Man-Bat, a chemically mutated scientist
who sprouted powerful batwings. The CCA eased its
limitations that formerly prohibited the depiction of
the undead in comics, and monster villains (and
some heroes) soon crept forth. Morbius, the Living
Vampire and Man-Wolf fought Spider-Man, and Bat-
man tangled with the muck-monster Swamp Thing.
Urban violence intensified in the real world of
the 1970s, and comics supervillains reflected that
trend. The street smart Hero for Hire, Luke Cage
(later called Powerman), got shafted by superpow-
ered enforcers Diamondback, Mace, Lionfang, and
Big Ben; hired gun Deadshot took aim at Batman;
and by decade's end, Bullseye was hired by the King-
pin to take down Daredevil. The most famous assas-
sin of the decade, Marvel's Punisher, began his
career in 1974 as a Spider-Man villain, then segued
into his own solo adventures, as well as two live-
action movies (in 1989 and 2004). The bestial
Wolverine, added to a revamped version of the X-Men
in 1974, so embodied violent anti-heroics that the X-
Men's villains grew more savage in response, like the
feral Sabretooth (who, for the record, first surfaced in
conflict with the martial-arts superhero Iron Fist).
Even the most traditional of superheroes, Superman,
witnessed a darkening of some of his rogues' gallery
during the 1970s: Luthor amped himself in battle
armor, the killer cowboy called Terra-Man flew (on a
winged horse!) into Metropolis to take down the Man
of Steel, and the Atomic Skull and the Sand-Super-
man made life difficult for the hero.
Comic-book villains discovered that there was
safety in numbers during the 1970s: Doctor Doom
and Sub-Mariner joined forces in Super-Villain Team-
Up (1975-1980), and DC combined Captain Cold,
Sinestro, Grodd, and other scalawags in its Secret
Society of Super-Villains series (1976-1978). On
television, more DC villains (Luthor, Grodd, Black
Manta, the Scarecrow, and others) united as the
Legion of Doom in the animated Challenge of the
Super Friends (1978-1979) and the Riddler, Mor-
dru, Dr. Sivana, and several other DC bad guys were
brought to life — and lampooned — by comedians in
two campy 1979 live-action Legends of the Super-
Heroes TV specials. However, in the dramatic,
primetime adaptations of superheroes airing during
the 1970s— ABC's Wonder Woman and CBS's The
Incredible Hulk and The Amazing Spider-Man — none
of the heroes' supervillains appeared.
UPPTNGTHZAhlTe
Starting in the 1980s and continuing into the
2000s, real-world street gangstas, serial killers,
and international terrorists have made the comic
book's costumed bank robber of yesterday seem
ludicrous by comparison. The fictional world of
superheroes has darkened, and supervillains have
slipped even further into evil and depravity.
Old-time menaces have become more con-
temptible — Lex Luthor was reinvented into an ego-
maniacal corporate executive who executed a power
play to the U.S. presidency; the Joker crippled Bat-
girl and massacred the second Robin the Boy Won-
der in 1988, then killed Gotham City police Com-
missioner Gordon's wife in 1999; and readers were
shocked by the intensity of Doctor Doom's hatred of
Reed Richards when Doom disfigured the hero's
face in 2003 — and newer villains accomplished pre-
viously unthinkable acts: Doomsday beat Superman
to death in 1992 (although he rose from the dead),
and Bane broke Batman's back in 1993.
Even the very names of supervillains introduced
since the 1980s invoke a more dystopian worldview.
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Superweapons
Examples include Typhoid Mary and Shotgun, foes of
Daredevil; Spider-Man rogues Venom (a talking
Venom action figure actually spoke, "I want to eat
your brains!"), Carnage, Carrion, and Hobgoblin; X-
Men enemies Dark Phoenix (formerly founding team
member Marvel Girl), Stryfe, X-Cutioner, Mr. Sinister,
Deadpool, and Apocalypse; Fatality, killer of inter-
galactic Green Lanterns; Brother Blood, who has ter-
rorized the Teen Titans and the Outsiders; Justice
League menaces Mageddon (a.k.a. the Primordial
Annihilator), Neron, and Soultaker; Spawn's nemesis
the Violator; Superman rogues Dominus, Imperiex,
Massacre, and Kancer; and Batman villains Killer
Croc, Anarky, Brutale, and Cain.
Many of these villains, particularly the rogues'
galleries of superstars Spider-Man, Batman, the X-
Men, Superman, and the Justice League, have joined
their adversaries on television and in the movies.
Blockbuster superhero films, however, tend to spice
their villains with camp humor — as one of many exam-
ples, consider Jim Carrey's over-the-top take on the
Riddler in director Joel Schumacher's Batman Forever
(1995). Willem Dafoe's unsettling interpretation of the
Green Goblin in Sam Raimi's Spider-Man (2002), how-
ever, signaled the arrival of sinister supervillains in
Hollywood, a dark trend that has continued with Nick
Nolte's abusive David Banner in The Hulk (2003).
Superheroes, the contemporary counterparts of
the ancient gods, traditionally represented the lofty
ideals to which humankind aspired. As society slipped
more into violence, so did its heroes. Consequently,
supervillains have continued their descent into the
darkest recesses of the human soul, with little hope
for rehabilitation. But such is villainy. As the editors of
Marvel's trade paperback Bring Back the Bad Guys
(1998) pondered, "What is good without evil?" — ME
Superweapons
Not every superhero is faster than a speeding bullet
or able to leap tall buildings in a single bound.
That's when superweapons become a necessity.
Since his first mission in Gotham City's violent
streets in Detective Comics #27 (May 1939), DC
Comics' Batman has cornered the superweapons
market with an array of crime-crushing gadgets that
would make 007's "Q" green with envy. The Dark
Knight's utility belt houses his miniaturized line of
defense: A retractable Batrope, a grappling hook,
grenades, smoke and gas capsules, a penlight, an
acetylene torch, a respirator, and a first-aid kit are
just some of the weapons he keeps close to the
hip. Batman is proficient with his bat-styled
boomerang — his Batarang — which he flings with
expert accuracy, as well as his Batblades, skin-
piercing, batwinged projectiles.
Belts also have significance to other super-
heroes: Batman's ally Robin the Boy Wonder carries
a similar arsenal in his own utility belt, Hanna-Bar-
bera's Space Ghost vanishes by pressing a button
on his Invisibelt, and Dynamo of the TH.U.N.D.E.R.
Agents uses his belt to become supercharged. DCs
1970s superstar the Thorn stored thorns of every
conceivable dimension in her belt — blackout thorns,
painful dart thorns, flare thorns, and electric-shock
"thistle stingers" — in addition to her whip, coiled up
and ready to release on a moment's notice. The orig-
inal Robin (Dick Grayson), now called Nightwing, has
retired his utility belt for glove gauntlets, loaded with
gizmos not unlike Batman's, including customized
Batarangs, gas pellets, and "de-cel" jumplines.
Nightwing also wields unbreakable "Escrima sticks"
with unnerving speed and accuracy. His mask's eye-
pieces are equipped with night-vision lenses, as are
Batman's and the current Robin's.
Wristbands or gauntlets are fashionable
weapons among superheroes. After science student
Peter Parker gained the ability to crawl up walls like
an insect, he created wrist-mounted shooters to
secrete a thin webline for swinging from building to
building as the amazing Spider-Man (though in
director Sam Raimi's blockbuster Spider-Man
[2002], Parker gains the organic ability to shoot
webs). Several other Marvel Comics superheroes
bond with bands: The Wasp and Yellowjacket use
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Superweapons
their wristbands to fire electrical stings, the Black
Widow discharges debilitating "Widow's Bite" blasts
from her gauntlets, and the warrior from the planet
Kree, Mar-Veil (a.k.a. Captain Marvel), has cosmi-
cally imbued Mega Bands. Space Ghost fires a vari-
ety of blasts — including a beam that levitates
objects — from his power bands. The most famous
wrist gear in the superhero world is worn by Wonder
Woman: She deflects oncoming bullets with her
bracelets — and forces captives to speak the truth
with her other superweapon, her magic lasso. Top
Cow Comics' Witchblade became a superheroine
once she donned an enchanted steel glove that,
like Wonder Woman's bracelets, repels bullets.
Witchblade's gauntlet can do much more, however:
It morphs into a variety of deadly edged blades and
commands unusual supernatural properties.
When fighting crime with gadgetry in the world
of Marvel Comics, nobody does it better than Nick
Fury, Agent of S.H.I.E.L.D. Fury fronts this high-tech
police force with a sophisticated arsenal including
magnetic cuff links capable of supporting a human's
weight, explosive cigars, bulletproof and flame-retar-
dant clothing, shirt buttons that are secretly oxygen
pellets, an eyepatch that doubles as a slingshot,
and an expansive array of firearms shooting every-
thing from traditional bullets to concussive blasts.
Industrialist Tony Stark covers his entire body
with one of the most awesome superweapons in
the Marvel universe: the high-tech armor that
empowers him as the Invincible Iron Man, placing
flight, repulsor blasters, a uni-beam, and super-
strength at his command (other armored heroes
include Valiant's X-0 Manowar, Dark Horse's Mecha,
Marvel's War Machine and Future Comics' Metallix).
Cyborg of the Teen Titans and Marvel's cybernetic
supersoldier Deathlok take the armor concept a
dramatic leap further: Both are part-man, part
machine. Cyborg, in fact, has interchangeable
hands that perform a variety of functions, including
the emission of sonic discharges. On a smaller
scale, the Avenger Ant-Man's antennae-helmet
makes ants do his bidding.
Captain America, Marvel's stalwart patriot,
uses his mighty red, white, and blue shield, forged
of shatterproof vibranium, to deflect incoming
blasts. Cap also hurls his shield to plow through
adversaries, and often suckers them by ricocheting
the shield in sneak attacks. Even more durable
than vibranium is the synthetic metal adamantium,
of which the X-Men's Wolverine's retractable claws
and entire skeleton are made. His claws can slice
through virtually any object. His acquisition of this
superweapon did not come easy: Wolverine's bones
were replaced with adamantium in an agonizing sur-
gical process. Sarge Steel, a hard-boiled crime
crusher who started his career at Charlton Comics
in the 1960s before joining the DC universe in the
1980s, has a metal hand that packs quite a punch.
The mighty Thor, Marvel's god of thunder,
wields the hammer Mjolnir. The resilient hammer,
made of the mystical metal uru, can only be lifted
by one deemed worthy by Thor's father, Odin, king of
the Norse gods. Thor uses Mjolnir to fly, and to
smash objects and enemies. Superman's ally Steel
hoists a sledgehammer in his street-level crime-
busting in Metropolis. Several members of DCs
Justice Society of America have employed a "cos-
mic rod" in their crime-fighting endeavors: In the
1940s, the original Starman created his "gravity-
rod" to siphon stellar radiation to allow him to fly
and emit powerful blasts. He later renamed the
device the cosmic rod and in the 1970s passed it
down to the Star-Spangled Kid. When the 1990s
Starman arose to carry on the astral tradition, he
did so with a similar superweapon, a cosmic staff,
which in the 2000s was inherited by Stargirl. The
Master of the Mystic Arts, Doctor Strange, exploits
the arcane properties of his all-seeing Eye of
Agamotto to locate supernatural threats lurking
within the Marvel universe. Blind hero Daredevil
enlists the aid of his billy club: Guided by his uncan-
ny radar sense, Daredevil tosses his club at foes
and swings from rooftops on its retractable line.
Perhaps the most legendary — and omnipo-
tent — superweapon is DC Comics' Green Lantern's
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Superweapons
power ring. Alan Scott, the Golden Age
(1938-1954) Green Lantern (GL), carved his ring
from a meteor and used it to fire mystical energy
bolts. A dying alien named Abin Sur gave fearless
test pilot Hal Jordan his power ring, the weapon of
the intergalactic peacekeeping force, the Green
Lantern Corps. As the Silver Age (1956-1969) GL,
Jordan used his ring to vanquish global and space-
faring threats. Green Lantern reservists Guy Gard-
ner and John Stewart have also worn power rings,
and the 2000s ring bearer and newest GL is Kyle
Rayner. A Green Lantern's power ring's abilities are
nearly limitless, its only boundaries being the wear-
er's imagination and (up to Rayner's tenure, at
least) the ring's sole weakness, ineffectiveness
against any yellow object. GL's will power enables
him to use the ring to create anything, from a giant
green fist to a glowing emerald spacecraft. The
power ring's energy source is a battery — shaped
like a green lantern — and the ring requires recharg-
ing after twenty-four hours.
Expert marksmen Green Arrow (GA), his son
Connor Hawke (also known as Green Arrow), and
the first GA's former sidekick Speedy (now called
Arsenal) all aim arrows from bows, as do Marvel's
Hawkeye, DCs Amazon Artemis, and CrossGen
Comics' Arwyn the Archer from the series Sojourn.
Some of their arrows are electrical, explosive, or
trick in some capacity (boxing-glove arrows were an
old favorite of GA's). The Huntress pins gangsters
with a crossbow. Another sureshot superhero is the
X-Men mutant Gambit, who infuses biokinetic ener-
gy into inorganic objects, making anything he touch-
es a deadly weapon — Gambit gets a charge out of
throwing explosive playing cards.
Some superheroes' superweapons aren't
super at all. Hawkman and Hawkgirl prefer ancient
arms like maces, swords, and shields; the Golden
Age's Shining Knight, one-time Avengers Swords-
man and Black Knight, and Valkyrie of Marvel's
Defenders have used a similar arsenal. Elektra
brandishes three-pronged daggers called sai, and
the Master of Kung Fu, Shang-Chi, backs up his
martial arts with nunchakus and throwing darts (as
does the Green Hornet's ally Kato). The Teenage
Mutant Ninja Turtles, those heroes in a half-shell,
are also experts at swordplay. And watch out for
Catwoman! This sultry streetfighter lashes out at
her enemies with her cat-o'-nine-tails whip. The
Western superhero the Vigilante, who fought crime
during the 1940s and 1950s in DC Comics, often
used a lariat to corral his foes.
Making the list of superheroes armed with the
wackiest weapons are Harvey Comics' 1960s-era
Spyman, with his "electro-robot" hand and his gun-
belt filled with additional, screw-in fingers that
accomplish amazing feats — from producing a
smoke screen to creating a supersonic shock wave;
undersea hero Pirana, who packs an undersea
blowtorch neatly tucked away in a pocket; and Neal
Adams' short-lived (1983) hero Skateman, a former
roller derby athlete turned hero, who uses his roller
skates as a weapon.
Finally, a horde of heroes new and old wield
conventional firepower in battle. DCs Deathstroke
the Terminator blasts (as well as slices) away at his
foes, as does that other Terminator, the futuristic
cyborg assassin from a franchise of live-action
movies and Dark Horse comic books. Tomb Raider
Lara Croft backs up her martial arts prowess with
awesome aim as an expert sharpshooter. The
vengeful Punisher unleashes his lethal war on crime
with a bottomless munitions cache that his altruis-
tic ally Spider-Man finds distasteful. Spidey would
no doubt prefer the Green Hornet's or the Golden
Age Sandman's firearms, meant to disarm, not
destroy: Both use gas guns to knock out their foes
(Sandman's former partner Sandy, called Sand as
of the 2000s, carries on his mentor's tradition), and
the Green Hornet's vibrating Hornet's Sting rips
through steel. Still others rely solely on their
respective superabilities, preferring not to use
weapons of any sort: When you're pliable like Plas-
tic Man, as fast as the Flash, as strong as the Hulk,
or can burst into flame like the Human Torch, super-
weapons serve no purpose. — ME
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Tank Girl
Reminiscent of the tough, super-mobile punk babe
that became a staple in such science-fiction novels
as Neal Stephenson's Snow Crash (1992), Tank Girl
is the 1990s incarnation of the punkster tomboy
superheroine. An Australian tank pilot turned out-
law, Tank Girl is the quintessential "bad grrrl." The
tough-talking Generation X-er showcases a partly
shaved head and a bad cigarette and beer habit,
and is described succinctly by British comics histori-
an Roger Sabin as an outcast "with a knack for gra-
tuitous violence." In her adventures in the Aus-
tralian outback, Tank Girl always seems to be look-
ing for a fight, and is often aided by friends Jet Girl
and Sub Girl, white-haired Aborigine Stevie, and her
significant other, Booga, a half-human kangaroo.
Her supervehicle of choice is a stolen tank, hence
her moniker.
Tank Girl is the creation of UK comic-book
artists Jamie Hewlett and Alan Martin. She first
appeared in a 1990 issue of the British comic mag-
azine Deadline, where she became an underground
favorite, her stories reprinted in the United States
by maverick comic-book publisher Dark Horse
Comics. The U.S. comic-book publisher published
two series of four books, Tank G/r/(1991) and Tank
Girl 2 (1993). Though her position as a true super-
heroine is debatable, her cult status is not, and as
Tank Girl grew in popularity — on both continents —
she could be seen plastered on a variety of hipster
merchandise, including T-shirts, skateboards, and
upper right arms.
Directed by Rachel Talalay, the celluloid inter-
pretation of the character, Tank Girl, hit the big
screen in 1995. The futuristic live-action thriller
starred Lori Petty in the title role, with Naomi
Watts as Jet Girl, Ann Cusack as Sub Girl, and
Malcolm McDowell as arch-villain Kesslee. A gang
of half-human, half-kangaroo mutant warriors
called the Rippers rounded out the cast.
Described by reviewer Scott Rosenberg in the San
Francisco Examiner as a film that "takes [the] mili-
tant feminism of the Thelma & Louise school and
weds it to the punk nihilism of the Mad Max
school," Tank Girl was dismissed by comics' true
fan base as a superficial treatment of the heroine.
Though it tanked at the box office, the film was
adapted into a graphic novel by DC Comics, which
then published two four-issue miniseries, Tank
Girl: The Odyssey (June-August 1995, with art by
Hewlett) and Tank Girl: The Apocalypse (October
1995-January 1996) under its adult-themed Verti-
go imprint. — GM
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Team-ups and Crossovers
Lori Petty as the hard-edged heroine in Tank Girl.
Team-vps and
Crossovers
Superhero comic books, originally an American art
form, epitomize escapist entertainment, but have,
since their inception in the late 1930s, represented
another American principle: capitalism. In June
1940 when Marvel Comics — then known as Time-
ly — paired its two most popular characters in one
story, the publisher succeeded in enthralling its
audience while reaping huge profits.
THE FIZST
supzzHezo czossovez
The superheroes were the Human Torch, the
artificial human who could burst into flame, and the
Sub-Mariner, the defiant Prince Namor from the
ocean depths. This was a clash of elemental fury:
Fire vs. Water! The Torch/Sub-Mariner meeting was
brainstormed by Bill Everett, artist of The Sub-
Mariner, and Carl Burgos, illustrator of Marvel's
best-selling title, The Human Torch, to curry reader
interest within a marketplace exponentially expand-
ing with new superheroes. With writers John Comp-
ton and Hank Chapman, Everett and Burgos' epic
was serialized in three consecutive issues of Mar-
vel Mystery Comics (#8-#10). Namor demolished
New York City landmarks in chapter one, building
toward chapter two's 22-page slugfest and a cliff-
hanger ending, with the Torch trapped in a "translite
tube," his flame extinguished. Readers anxiously
returned the next month to see the combat end in a
standstill, cleverly arranged by Marvel so as not to
upset fans from either camp. With this momentous
meeting of Namor and the Torch, the superhero
crossover was born. MU Publications (later Archie
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Team-ups and Crossovers
Comics) quickly copied Marvel's idea by having the
Shield guest star with the Wizard in Top-Notch
Comics #7 (1940).
THB FIRST SUPeZTZAM
Competitor DC Comics took the concept to the
next level in the winter of 1940 by introducing
comics' first superfeam when the Justice Society of
America (JSA) premiered in All Star Comics #3,
combining the Flash, the Sandman, Hawkman, the
Spectre, Hourman, the Atom, Dr. Fate, and Johnny
Thunder (with more heroes signing on later) as a
super-squad. Marvel countered in the summer of
1941 with Young Allies, starring a group of
superWcfs: Bucky (Captain America's sidekick) and
Toro (the Human Torch's partner), plus a pack of
patriotic youths called the Sentinels of Liberty.
Young Allies #1 also marked the historic first meet-
ing between mentors Captain America and the
Torch, who continued to appear in cameos through-
out future issues. LevGleason Publications' Dare-
devil Comics #1 (not to be confused with the super-
hero from Marvel Comics) in July 1941 got into the
act by having the heroes from Silver Streak
Comics — Lance Hale, Cloud Curtis, Dickey Dean,
Pirate Prince, and, of course, the Silver Streak and
Daredevil himself — merge in a multi-chaptered con-
flict against the supervillain Claw and a menace
borrowed from the real world, Adolf Hitler.
In 1941 Martin Goodman, Timely Comics' pub-
lisher, decreed to Everett and Burgos that a
rematch between the Sub-Mariner and the Human
Torch take place — and gave them a mere 72 hours
to produce 60 pages of material. The illustrators
orchestrated an artistic "jam" session — "All done in
my apartment on 33rd St., with six writers, four
artists, and a case of booze," remarked Everett in a
1961 letter — running the course of a three-day
weekend. Everett recalled "Joey Piazza lying in the
bathtub, fully clothed, writing up a storm" while the
other artists and authors labored frantically, shout-
ing story ideas back and forth. Irate neighbors com-
plained about the noise, even siccing the police on
the annoying comics clan, but despite these inter-
ruptions and insurmountable odds, their mission
was accomplished: The Torch/Sub-Mariner battle
was completed in three days! This "life and death
struggle," Marvel's second superhero crossover,
was published in The Human Torch #5 (Fall 1941).
The climax entailed a graphic image that, in the
post-September 11 real world, is disturbingly chill-
ing: Namor unleashes a massive tidal wave to flood
New York City, with buildings and bridges toppling.
Just as prophetic, however, was the accompanying
caption: "But the spirit of the populace stays up!"
New Yorkers escaped watery deaths by donning div-
ing helmets and seeking solace in shelters below
the subways.
Despite the phenomenal sales of the Human
Torch/Sub-Mariner meetings, superhero crossovers
were relatively uncommon during the Golden Age of
comics (1938-1954). The illusions of superhero
team-ups were often presented, however, as charac-
ters appearing in anthology titles often interacted
on comics covers: Fawcett's Wow Comics #21
(1944), for example, depicted Mary Marvel, Mr.
Scarlet and Pinky, Phantom Eagle, and Commando
Yank in action together; and similarly, on artist Alex
Schomburg's energetic cover to Marvel's All Select
Comics #2 (1944), the Human Torch and Sub-
Mariner resolved their spat and teamed up — along
with their new ally, Captain America — to thwart a
Japanese attack. While that scene didn't play out
inside, those three heroes (along with the Whizzer,
Miss America, Toro, and Bucky) ultimately joined
forces as the JSA-like All Winners Squad in All Win-
ners Comics #19 (1946).
yoi/g two favozitz
HZZOZS ... TOGBTHBJ2!
Although they shared cameo status in All Star
Comics #7 (1941), DC Comics' two most popular
heroes teamed up for the first time in the mid-
19405 — but not in the comics! Batman (along with
TH£ SUPBBHeiZO BOOK
*5
Team-ups and Crossovers
Robin the Boy Wonder) made occasional guest
appearances on the Man of Steel's weekly radio
drama The Adventures of Superman.
Once World War II ended, superheroes fell out
of marketplace favor. By the 1950s only a few sur-
vived, mainly at DC. Batman crossed over into the
pages of Superman #76 (1952), laying the ground-
work for a partnership that would resume two years
later. Having appeared in separate stories for more
than ten years in World's Finest Comics, Superman
and Batman were combined as the lead feature
with issue #71 (1954), making World's Finest the
first actual team-up title. While the terms
"crossover" and "team-up" are often used inter-
changeably, technically their definitions differ. Editor
Mike Gold, in his introduction to DC Comics' The
Greatest Team-Up Stories Ever Told (1989),
explained: "... a crossover is when a hero or a
group of heroes meet in another hero's book ... A
team-up is when two heroes (or two groups) meet in
a special title." Batman appeared in print with
Superman throughout World's Finest's long run —
the series was discontinued in January 1986 with
issue #323 — although Batman was temporarily
bumped from the book in the early 1970s to make
way for Superman team-ups with the Flash, Green
Lantern, Aquaman, and others. Notwithstanding
World's Finest's obvious objective of bonding DCs
most lucrative franchises (for years the blurb "Your
Two Favorite Heroes, in One Adventure Together^."
appeared on each story's title page), over the
course of the decades Batman and Superman
became the best of friends. Characters from each
of their respective series would sometimes enter
the pages of World's Finest, from villains (including
Lex Luthor and the Joker, who also teamed up to
fight their foes) to sidekicks (Robin was usually on
hand, and sometimes, Superman's pal Jimmy
Olsen) to supporting cast members (Supergirl, Bat-
girl, Lois Lane, even the Legion of Super-Heroes).
Meanwhile, throughout the 1950s a smattering of
crossovers took place in DCs titles — for example,
Robin appeared in Superboy's series in Adventure
Comics #253 (1958), and Aquaman and Green
Arrow visited each other's strips in Adventure #267
(1959) — but the concept of superhero team-ups
was poised to explode into ubiquity in the 1960s.
TH£ SUVZZAGe 0956-1969)
First, however, came the reemergence of the
superteam, with the Justice League of America
(JLA) in The Brave and the Bold #28 (1960), min-
gling the recently introduced new versions of the
Flash and Green Lantern with Superman, Batman,
Wonder Woman, Aquaman, and Martian Manhunter.
During a golf game, Marvel's Goodman discovered
how profitable the JLA was for his competitor and
commissioned his editor/writer Stan Lee to create
a superteam for their company. The result: Fantas-
tic Four#l (1961), marking the coming of a new
Marvel Age.
Crossovers began to occur more frequently at
DC. The Golden Age Flash returned in The Flash
#123 (1961), where readers discovered that the
JSA still existed on a parallel world called Earth-
Two. The first Marvel crossover since the mid-
19405 took place in 1962 as the antisocial Sub-
Mariner (him again!) appeared in Fantastic Four #4.
At DC, the entire Justice Society returned for annual
meetings with their contemporary counterparts,
commencing with "Crisis on Earth-One" in Justice
League of America #21 (1963), while Marvel's sec-
ond superteam — Thor, Iron Man, Ant-Man, the
Wasp, and reluctant member the Incredible Hulk —
merged as the Avengers.
Before long, both companies were crossover
crazy. At DC, the Flash guest-starred in Green
Lantern (and vice versa), and Hawkman appeared in
The Atom. At Marvel, the Hulk fought the Thing in
Fantastic Four, and the Human Torch and Spider-Man
were rivals. These crossovers illustrated a major dif-
ference between the publishers' editorial styles:
DCs heroes met as allies, where Marvel's fought
each other. Granted, many of the tiffs between Mar-
vel's heroes were resolved by story's end (with the
*0b
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Team-ups and Crossovers
exception of the conflicts involving the Hulk and the
Sub-Mariner, who couldn't get along with anyone),
but the unpredictability of these new, quirky Marvel
superheroes made them popular with readers, and
made DCs heroes seem stodgy by comparison.
TH£ BRAVZ ANP THE 80L1?
In late 1963 DCs The Brave and the Bold (B&B)
shifted from its try-out format to team-ups, connect-
ing two (and sometimes more) superheroes in a sin-
gle adventure, their logos appearing side-by-side on
the covers: Green Arrow and the Manhunter from
Mars in #50, Aquaman and Hawkman in #51, and
so on. When TV's live-action Batman series struck
ratings gold in 1966, DCs Caped Crusader usurped
the permanent lead spot in B&B beginning in 1967
with #74's Batman/Metal Men story, and continuing
a remarkable run of nearly twenty years that ended
with issue #200 (1984). Batman's versatility made
him the perfect teammate, adapting to traditional
superhero tales (with the Flash, Hawkman, and the
Atom), mysteries (with the British sleuths the Bat-
Squad and the ghostly guardian known as the Spec-
tre), horror (he encountered the muck-monster
called Swamp Thing and even went into the House
of Mystery), space epics (with Green Lantern and
Adam Strange), time travel (with the Western hero
Scalphunter and Kamandi, the Last Boy on Earth),
war stories (with Sgt. Rock and the Unknown Sol-
dier), globe-spanning adventures (he ventured to
South America with Wildcat and to the undersea
kingdom of Atlantis with Aquaman), and even team-
ups with his enemies (the Joker, Ra's al Ghul, and
the Riddler). Green Arrow was Batman's most fre-
quent B&B co-star, with nine appearances total.
Green Arrow is better known for his team-ups
with fellow Justice Leaguer Green Lantern. The
Emerald Archer packed his quiver and moved into
Green Lantern's magazine beginning with Green
Lantern #76 (1970), and the title became Green
Lantern/Green Arrow (GL/GA) — but on the covers
only; the indicia still read Green Lantern. The "All-
New! Ail-Now!" GL/GA was DC Comics' first major
attempt at producing comics as social commentary.
Green Arrow was characterized as "the voice of the
streets, of the left," according to writer Denny
O'Neil, while GL, an intergalactic cop accustomed to
following orders, represented rigid conservatism.
Despite their idealistic clashes, the heroes bonded,
traveling across America in a pickup truck and tack-
ling problems that were eroding the soul of the
nation: racism, pollution, and economic displace-
ment, among others. The celebrated, oft-reprinted
GL/GA was ahead of its time, so much so that it
failed to attract an audience large enough to sus-
tain it, and Green Lantern was canceled with issue
#89 (1972); the series was revived shortly there-
after, however, with a more traditional superheroic
direction. (Two other superhero series featured
mergers of two characters into one book: In 1968
DC canceled Hawkman and relocated the winged
hero into The Atom, retitlingthe series The Atom
and Hawkman, and in the 1980s Marvel's Power
Man and Iron Fist shared a series for a lengthy run.)
TH£ 1970S TEAM-UP TRSNP
There may have been a gasoline shortage dur-
ing the 1970s, but team-up comics were abundant.
Marvel's characters had mellowed from their 1960s
spats and usually worked together in their encoun-
ters. Marvel Team-Up (MTU) premiered in 1972, with
Spider-Man (bumped out of the lead by the Human
Torch on a handful of occasions) starring in a
remarkable thirteen-year run that produced 150
issues and seven annuals. From high-profile heroes
like Iron Man and the X-Men, to more obscure char-
acters like Tigra the Were-Woman and Brother
Voodoo, almost every Marvel superhero imaginable
crossed paths with Spidey, whose flexibility as a
teammate rivaled Batman's. The Thing spun out of
Fantastic Four into his own team-up series, Marvel
Two-In-One (1974-1983), which lasted 100 issues
and seven annuals. The publisher's cads and cow-
boys even paired off, in the short-lived Super-Villain
TH£ SUPBBHeiZO BOOK
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Team-ups and Crossovers
Team-Up, which premiered in 1975 and ran for sev-
enteen issues, and Western Team-Up #1 (and only),
published in 1973. DCs World's Finest and B&B
were joined in 1975 by Super-Team Family, featuring
everything from a Creeper/Wildcat tale to an
Atom/Aquaman/Captain Comet trio, and by DC
Comics Presents, Superman's answer to B&B, which
launched with Superman and the Flash in #1 (1978)
and ran for 97 issues, until its 1986 cancellation.
THB GZBATBST SUPBZHeZO
TBAM-UPOFAU TIME
The ultimate superhero team-up also took
place in the 1970s: Superman vs. The Amazing Spi-
der-Man, a tabloid-sized one-shot co-published by
DC Comics and Marvel Comics in 1976. "The per-
son in charge of Marvel at that time came to DC
with the crossover idea," Carmine Infantino, then-
editorial director of DC, reflected in Back Issue mag-
azine #1 (2003). "I was opposed to it, but since I
had no choice, I insisted, 'Let us do it properly.'"
Infantino, an accomplished artist (Batman, The
Flash) who had served as DCs art director prior to
ascending into company management, picked the
project's creative team — author Gerry Conway and
penciler Ross Andru, who had previously worked on
both Superman and The Amazing Spider-Man — and
designed the dynamic cover featuring the Man of
Steel and the web-slinger in dizzying action above
New York's skyscrapers. Superman vs. The Amazing
Spider-Man garnered media attention and sold phe-
nomenally well, but the publishing rivals parted
ways for five years before producing a sequel. In the
meantime, DC used this same oversized, "All-New
Collector's Edition" format for a handful of team-ups
with Superman: Superman vs. Wonder Woman,
Superman vs. Shazam! (Captain Marvel), and the
oddest of all, Superman vs. Muhammad AH.
Marvel and DCs flagship characters reunited
in 1981 in Superman and Spider-Man, quickly fol-
lowed by Batman vs. The Incredible Hulk the same
year, both in the tabloid-sized format. These best-
sellers enticed the publishers into a pact to pro-
duce more cross-company crossovers, albeit in the
regular comic-book size, with an umbrella title of
Marvel and DC Present. Issue #1, featuring the X-
Men and the New Teen Titans, was released in
1982, with the first-ever meeting of the Justice
League of America and the Avengers scheduled for
#2 in 1983. George Perez, the superstar artist who
had previously illustrated both The Avengers for
Marvel and Justice League of America for DC, was
committed to draw the project, but editorial miscom-
munications between publishers led to plot rejec-
tions, verbal allegations of misconduct, and a
brouhaha in the comics fan press. Perez, operating
in good faith under direction from DC, illustrated
twenty-one pages of the book, but due to mounting
disagreements between the companies the project
was never completed and was officially axed in
1984. The resulting ill will severed ties between the
publishers for many years to follow.
TH£ COMING OF THZ
mGA-CZOSSOVZZ
Both DCs and Marvel's long-running team-up
titles were canceled in the 1980s, one by one. The
format had grown tired — how many times could Bat-
man and Green Arrow team up, after all? — and read-
ers' tastes had changed, with material growing dark-
er and more violent. Mundane menaces were no
longer interesting, and the notion of altruistic cama-
raderie had also grown stale. But readers still clam-
ored for superhero team-ups. Marvel's editor in chief
Jim Shooter, in Les Daniels' history Marvel: Five Fab-
ulous Decades of the World's Greatest Comics, com-
mented that "every day a bunch of readers would
say [in mail], 'Why don't you have one big story with
all the characters in it together?'"
Marvel Super Heroes Contest of Champions,
the company's first limited series, was Shooter's
response in 1982. This three-issue tale combined
most of Marvel's superheroes into a largely routine
adventure, but succeeded in taking team-ups to the
*8*
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Team-ups and Crossovers
next level: the mega-crossover. In 1984 the compa-
ny published the twelve-issue Marvel Super-Heroes
Secret Wars on the impetus of toy manufacturer
Mattel, who approached Marvel with the Secret
Wars concept for a line of superhero action figures.
Secret Wars sold 750,000 copies per issue, the
largest sales seen in the industry since World War
II. The series brought together Spider-Man, the
Hulk, the Fantastic Four, the X-Men, and the
Avengers to fight a common menace, the omnipo-
tent Beyonder. The repercussions of Secret Wars
were witnessed in the regular Marvel comics, most
notably Spider-Man's garment change to an eerie
black-and-white costume.
DCs first mega-crossover was 1985's Crisis on
Infinite Earths, a massive housecleaning in which
their parallel worlds were streamlined into one and
outdated characters were killed or retired. Almost
every DC Comics character imaginable joined forces
to stop the destructive might of the Anti-Monitor.
Perishing in this cataclysmic conflict were Supergirl
("She's Superman with boobs," remarked DC editor-
ial director Dick Giordano when lobbying for
approval of her demise) and the Flash, in addition
to a legion of lesser names. Even Wonder Woman
was expunged from continuity in Crisis, but quickly
reintroduced in a new Wonder Woman series.
The former world's finest team of Superman
and Batman severed their ties in 1986. Frank
Miller, author/illustrator of DCs gritty Batman: The
Dark Knight Returns, portrayed an aging, angry Bat-
man as a loner against a corrupt Gotham City, plac-
ing him into conflict with the Man of Steel. "I'll glee-
fully take credit for breaking up the Batman/Super-
man friendship," Miller remarked. The heroes' ideo-
logical divisions continued in DCs post-Dark Knight
titles, and despite frequent encounters and a new
Superman/Batman series that premiered in 2003,
the two remain uneasy allies at best.
Throughout the 1990s, mega-crossovers con-
tinued, most often in DCs and Marvel's giant-sized
summer annuals, usually with such apocalyptic des-
ignations as Atlantis Attacks and Armageddon
2001. Traditional guest appearances continued, as
well, especially with the ever-popular Batman and
Spider-Man popping up in DC and Marvel titles
needing a sales boost. Newer lines of superheroes
from independent comics publishers also employed
crossovers to cross-pollinate their characters and
strengthen their "universes": Turok was introduced
in Valiant's Magnus Robot Fighter #12 (1992),
Firearm blasted into Malibu's Prime #10 (1994),
Barb Wire appeared in Dark Horse's Ghost #4
(1995), and Spawn crept into the pages of Image's
The Savage Dragon #30 (1996).
C20SS-C0MPANY CZ0SS0VZ2S
Cross-company crossovers evolved from laud-
ed events to commonplace occurrences during the
1990s. Almost every publisher got into the act, with
team-ups including Superman vs. The Terminator;
ShadowHawk/Vampirella; Hulk/Pitt; Spider-
Man/Gen 13; Superman vs. Aliens; The Savage
Dragon/Teenage Mutant Ninja Turtles; The
Joker/The Mask; Azrael/Ash; JLA; Superman/Mad-
man Hullabaloo!; and perhaps the strangest of all
team-ups, Archie Meets the Punisher. Batman
reigned as the consummate teammate (or combat-
ant), appearing with (or against) Spawn, Tarzan,
Aliens, Grendel (twice), Predator (thrice), and Judge
Dredd (in four separate team-ups!).
Marvel and DC mended fences during the
1990s: Batman/Spider-Man, Green Lantern/Silver
Surfer, Batman/Daredevil, Superman/Fantastic Four,
and The Incredible Hulk vs. Superman were just
some of their cross-company team-ups, which have,
as of 2004, been reprinted in a series of four
Crossover Classics trade paperbacks. In 1996, the
publishers went at it (fictionally) in the four-issue
miniseries DC vs. Marvel/ Marvel vs. DC (issues #1
and #4 were published by DC, with DC receiving top
billing; Marvel took the lead for issues #2 and #3).
Superhero slugfests transpired, with their outcomes
selected by the votes of fans: Batman beat Captain
America, Spider-Man defeated Superboy, etc. The ulti-
TH£ SUPBBHeiZO BOOK
Sag
Teen Titans
mate crossover transpired as a result of this series:
The DC and Marvel universes temporarily merged
into one, during which time the companies — under
the Amalgam banner — published heroic hybrids of
their characters. Amalgam superhero titles included
Super Soldier (a Superman/Captain America com-
posite), Doctor Strangefate (Doctors Strange and
Fate as one), Spider-Boy (a Spider-Man/Superboy
blend), JLX(a Justice League/X-Men fusion), and
Speed Demon (the Flash plus Ghost Rider). A 1997
follow-up produced similar crossbreeds, including
oddities like Bat-Thing (Man-Bat/Man-Thing) and
Lobo the Duck (Lobo/Howard the Duck)!
In the early 2000s Marvel editor in chief Joe
Quesada initiated talks with DC to revive the long-
stalled crossover between the Avengers and the
Justice League of America. After several false
starts, the co-publishing project was given the green
light — with George Perez, the artist emotionally
wounded in the political crossfire of the first incar-
nation of the crossover, on board to illustrate. Tout-
ed by many as the comics event of the decade,
JLA/Avengers, a four-issue miniseries, was pub-
lished in late 2003 to astounding commercial
acclaim. While embraced by new fans and wel-
comed by longtime readers who had anxiously wait-
ed twenty years for this meeting, JLA/Avengers, as
well as the Marvel vs. DC stunts of several years
prior, may have killed the team-up concept: Once
you've pitted DCs and Marvel's powerhouses
against each other, then united them to fight a com-
mon threat, any future team-ups may seem lacklus-
ter by comparison.
TVANPMOVTS TEAM-UPS
Superhero team-ups have also enjoyed popu-
larity in television interpretations of comics charac-
ters. The Green Hornet and Kato crossed over onto
TV's Batman in 1966, and Thor and Daredevil
appeared in two late 1980s The Incredible Hulk
telefilms. Virtually every animated incarnation of DC
and Marvel superheroes — from Super Friends to
Spider-Man and His Amazing Friends to X-Men to
Justice League — has featured guest appearances
by other superheroes. The crossover phenomenon
has not yet burst onto the big screen, however. Bat-
man Forever (1995) featured Robin and Batman &
Robin (1997) included Batgirl, and Daredevil (2003)
counted Elektra among its cast, but those addition-
al heroes were already a part of the host charac-
ters' "families." In 2001 producer Jon Peters
bandied about a Batman vs. Superman movie as a
means of resuscitating each hero's film franchise.
The Hollywood buzz ran rampant through 2002, with
Collin Farrell as Batman and Jude Law as Superman
among myriad casting considerations. Batman vs.
Superman began to stall later that year and
remains dormant, with a high-fanfare new Batman
film shooting in 2004 and perhaps indefinitely
putting off Hollywood's first superhero team-up
movie. — ME
Teen Vfam
They were not the first group of teen sidekicks to
join together to fight crime, but they are the most
famous. Robin, Kid Flash, Wonder Girl, Speedy, and
Aqualad were the original Teen Titans in 1964, and
almost forty years — and many code-name and cos-
tume changes later — they and their legacies live on.
Created by writer Bob Haney at the behest of DC
Comics editor George Kashdan, the group first
appeared with no name in The Brave and the Bold
#54 (June-July 1964), wherein Robin, Kid Flash,
and Aqualad joined forces to stop the villainous Mr.
Twister. Wonder Girl joined as the group gained their
name a year later in The Brave and the Bold #60
(June-July 1965). Another appearance in Showcase
that year preceded Teen Titans #1 (January-Febru-
ary 1966).
Green Arrow's sidekick Speedy guest-starred in
issue #4 (July-August 1966), while Doom Patrol's
animalistic shape-changer Beast Boy showed up in
#6 (November-December 1966). Other young
tffi
TH£ SUPBBHeiZO BOOK
Teen Titans
heroes joined the Titans for various stories as the
book continued its bimonthly run, including Russian
powerhouse Starfire, mysterious psychic redhead
Lillith, squabbling brothers the Hawk and the Dove,
water-breather Aquagirl, and African-American hero
Mai Duncan. Along the way, the teens faced villains
ranging from monsters, witches, and interdimen-
sional kidnappers to fashion disaster Mad Mod and
the robotic killer called Honey-Bun. For a brief time,
the Titans gave up their costumes, in penance for a
murder they were framed for; during this time, a
philanthropist named Loren Jupiter helped mentor
them. Wonder Girl's origin was told in the first "Who
Is Donna Troy?" story in issue #23
(September-October 1969), though it would later
be revised repeatedly. Embarrassingly "hip lingo"
was used in the dialogue, but the gorgeous art — by
Nick Cardy and others — and youthful exuberance of
the stories really set them apart.
Teen Titans came to an end with issue #43
(January-February 1973), but it was revived in
November 1976 with issue #44, a story which intro-
duced Duncan with the codename of the Guardian.
The Titans were soon fighting criminals such as Dr.
Light, the Fiddler, Two-Face, and many others. New
characters joined up, including the original Bat-Girl,
Hawkman protege Golden Eagle, Duncan (now Horn-
blower), Duncan's sting-blasting girlfriend Bumble-
bee, Beast Boy, the Hawk and the Dove, Lillith, and
a crazed woman called Harlequin who kept claiming
to be the daughter of various supervillains. Some
members eventually split to form a new group
called Titans West, but the final issue of the series
loomed. Teen Titans #53 (February 1978) revealed
the heretofore untold origin of the Titans, as they
battled their Justice League mentors who were con-
trolled by Antithesis.
Writer Marv Wolfman and artist George Perez
previewed 77ie New Teen Titans in issue #26 of DC
Comics Presents (October 1980), then launched an
all-new series the following month. This team con-
sisted of Robin, Kid Flash, Wonder Girl and
Changeling (formerly Beast Boy), and an African-
Teen Titans #16 © 1968 DC Comics.
COVER ART BY NICK CARDY.
American man-of-metal named Cyborg, all gathered
together by a dark teleporting empath named Raven,
ostensibly to save alien princess Starfire from alien
Gordanians. But Raven really brought the team
together to fight her father, the ultra-demon Trigon.
The New Teen Titans was an almost instanta-
neous hit, and was at the top of DCs sales in no
time. Wolfman's deft characterization combined
with Perez's awesomely detailed art had fans agog,
and the plots (eventually by both creators) moved
from serious examinations of the plight of runaways
to interstellar civil wars, pausing occasionally for "A
Day in the Lives" stories. The Titans operated from
Titans Tower on an island in the harbor of New York
City. They also amassed their own rogues' gallery,
TH£ SUPBBHeiZO BOOK
*9t
Teen Titans
including the Brotherhood of Evil, powerful religious
cult leader Brother Blood, amoral mercenary Death-
stroke the Terminator, Starfire's evil sister Blackfire,
assassin Cheshire, and others.
The popularity of the series caught the eye of
First Lady Nancy Reagan and other politicians, and
three anti-drug issues of New Teen Titans were cre-
ated for elementary schools (as was an animated
television commercial using the characters). In April
1984, the main series split into two. The retitled
Tales of the Teen Titans continued its numbering
with issue #41, while a second The New Teen
Titans #1 debuted as well, on Baxter paper stock.
The idea was that the Baxter issues, sold only in
the direct comic market, would be reprinted a year
later in the newsstand Tales series. This proved a
tricky arrangement, but a memorable one for fans,
since Tales was about to embark on its most infa-
mous storyline ever. In "The Judas Contract"
(issues #42-#44 and Annual #3, May-July 1984)
teen earth-moving heroine Terra betrays her Titans
teammates to Deathstroke and the H.I.V.E., shock-
ing fans everywhere. The story also saw Dick
Grayson set aside his Robin costume and code-
name for the darker gear of Nightwing, and intro-
duced a new Titan, Deathstroke 's son Jericho, who
could enter and take over anyone's body!
Both Titans series continued for several more
years, although the loss of artist Perez (who moved
over to illustrate Crisis on Infinite Earths and Won-
der Woman) was a blow to sales. Still, DC produced
Titans spin-offs such as Teen Titans Spotlight, fea-
turing solo stories of cast members and Titans past.
Stories in this run showcased return engagements
for Trigon, Brother Blood, and the Fearsome Five, as
well as two further origins for Donna Troy/Wonder
Girl, leaving her with the new codename of Troia.
New Titans would join in the form of crystal-powered
Kole, angelic Azrael, and adolescent telekinetic
Danny Chase. The team also lost allies; Aquagirl,
Kole, and Dove were killed in Crisis. With issue #50
of the Baxter series (December 1988), the title
changed to The New Titans and welcomed Perez
back for a spell of issues, while Tales had already
ended with issue #91 (July 1988). More members
joined — Red Star (the renamed original Russian
Starfire), catlike Pantha, a baby Wildebeest, Arsenal
(Speedy renamed), and the ghostly telekinetic Phan-
tasm (Danny Chase disguised) — or were killed; Gold-
en Eagle, Danny Chase, and Jericho were slain in a
battle against the Wildebeest Society.
In The New Titans #79 (September 1991), a
team of young heroes from the future — calling them-
selves "Team Titans" — appeared, gaining their own
series in September 1992. Team Titans included fly-
ing girl Redwing, another Terra, shape-shifting Mirage,
vampiric Dagon, electrical being Kilowatt, computer-
ized Prestor John, and gruff leader Battalion. Their ini-
tial purpose was to stop Donna Troy from delivering
her baby — who would become the tyrannical Lord
Chaos in the future — but once that mission was
scrubbed, they stayed in the past until their series
ended with issue #24 (September 1994) and all but
Terra II and Mirage were wiped from existence. Dur-
ing this time, over in The New Titans, Arsenal led a
team composed of himself, Darkstar (an again-
renamed Troia), Supergirl, Green Lantern (Kyle Ray-
ner), speedster Impulse, explosion-causing Damage,
Mirage, and Terra II. This team lasted until issue
#130 (February 1996), and the series was canceled.
In October 1996, a new Teen Titans #1
debuted, showcasing another tyro team of heroes,
all unknown save for team leader the Atom. They
included plasma-energy-throwing Argent, hyper-adren-
alized Risk, heat-powered Joto, and light-capturing
Prysm, though later members included Captain Mar-
vel Jr. and hulking fighter Fringe. Despite stories that
featured these Titans fighting dinosaurs, aliens, and
their predecessors, the series was canceled with
issue #24 (September 1998). Fans would not have
to wait long, however, as a three-issue series called
JLA/Titans (December 1998-February 1999)
brought back every living Titans character in antici-
pation of yet another new series.
The Titans #1 premiered in March 1999, featur-
ing Tempest (Aqualad renamed), Starfire, Cyborg (now
</#>
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Teenage Mutant Ninja Turtles
in a morphing gold body), Flash (Kid Flash renamed),
Argent, Nightwing, Troia (back to her old name), Arse-
nal, speedster Jesse Quick, and Damage. The group
operated out of headquarters on the same New York
harbor island, though this tower was a hologram and
the actual quarters were underground. Familiar villains
such as Deathstroke, Blackfire, H.I.V.E., and Cheshire
(the mother of Arsenal's daughter) appeared, along-
side new villains such as Marilyn Manson lookalike
Goth, and supervillain group Tartarus. Distressingly,
Donna Troy received a fourth major origin revision. The
Titans never quite caught sales fire though, and
ended with issue #50 (February 2003).
Following the July 2003 The Titans/Young Jus-
tice: Graduation Day miniseries that angered fans by
callously killing off both Lillith and Donna Troy, a new
Teen Titans series was launched in September
2003. Starfire, Cyborg, and Beast Boy (the reverted
Changeling) now act as mentors to the former Young
Justice members who now fight as the Teen Titans.
Members include Kid Flash (the former Impulse),
Superboy (the Kon-EI version), Robin III (the Tim
Drake version), and Wonder Girl (the Cassie Sands-
mark version), though Raven and Jericho quickly
became a part of the mix as well. These new Titans
are headquartered in a new Titans Tower in San
Francisco Bay, and their battles against Deathstroke,
Brother Blood, and others leave them hurting. The
2003 Teen Titans was a sales smash, with four sep-
arate printings of the first issue produced.
The Teen Titans appeared in a trio of animated
short adventures as part of Filmation's animated
Superman-Aquaman Hour (CBS, 1966-1967), but
other than the anti-drug commercial, Cyborg's appear-
ance in The Super Powers Team: Galactic Guardians
(ABC, 1985-1986), and a proposed animated series
in the mid-1980s, the popular group did not make any
television appearances. But on July 19, 2003, the
Cartoon Network debuted a half-hour Teen Titans ani-
mated series. The high-rated show features Robin,
Starfire, Cyborg, Raven, and Beast Boy, as well as
familiar heroes and villains such as Aqualad, Thunder
& Lightning, Deathstroke, H.I.V.E., and others.
While still airing new shows on Cartoon Net-
work, Teen Titans also debuted on WB's Saturday
mornings to further high ratings. Although some
older fans chafe a bit at the blatant anime stylings
of the show, most fans young and old enjoy Teen
Titans. In early 2004, even as the second Teen
Titans animated season was beginning, a third and
fourth season were announced, and multiple toy
lines and licensed items began to appear in the
summer of that same year. DC caught on to the
show's popularity quickly, launching Teen Titans Go!,
a kids comic series based on the animated version,
in November 2003. It would be the first time in
nearly a decade that two Titans series shared the
stands at the same time.
The debut 1966 issue of Teen Titans pro-
claimed, "They just couldn't wait to start their own
mag!" Almost four decades later, the Cartoon Net-
work's press materials for Teen Titans state "The
kids are all fight!" Clearly, DCs second-longest-run-
ning teen superhero group has lived up to its name.
In comics or on television, they are Titans. — AM
Teenage Mutant
Ninja TvvOes
Four turtles fall into the sewers of New York City
and are befriended by Hamato Yoshi, a Japanese
man who lives in this subterranean refuge. One day
Yoshi encounters a strange green glow of sewer
sludge, which transforms him into a giant mutant
rat named Splinter and the four turtles into
humanoid creatures. Master Splinter dedicates his
time to teaching the skills of the ninja to the tur-
tles, who have become superpowerful from the
radioactive waste floating in the sludge, and thus
the Teenage Mutant Ninja Turtles (TMNT) are born.
These "Heroes in a Halfshell," as they have
fondly been called, were created by Kevin Eastman
and Peter Laird, who started their self-published
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Teenage Mutant Ninja Turtles
From Teenage Mutant Ninja Turtles #1 © 1984 Mirage Studios USA.
ART BY KEVIN EASTMAN AND PETER LAIRD.
<ff*
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Tekkaman
black-and-white comic book, Teenage Mutant Ninja
Turtles, on a shoestring budget in 1984. In an off-
the-wall creative session, the duo came up with the
concept of a group of four turtles with a ninjitsu
mentor, or sensei, whose origin story loosely paro-
dies various elements of Marvel Comics' Daredevil.
Eastman and Laird experimented with different
looks for each Turtle, but finally agreed on a singu-
lar, unified costume for all. Each Ninja Turtle was
named after a renowned Renaissance artist:
Raphael, Donatello, Michelangelo, and Leonardo.
"When we created the Turtles, we wanted to
spoof the world of superhero characters and poke
good-natured fun at the heroic but not-so-funny
characters that dominated the business," said Laird
on the official TMNT website. "The Turtles are fun
heroes with an attitude. Basically, they act and think
like average teenagers." Indeed, these wisecrack-
ing, fun-loving youngsters live life as "normal" ado-
lescents would, stepping out to battle various mis-
creants in between binges on pizza and ice cream.
Raphael provides the comic relief, delivering one-lin-
ers in the midst of heated battle; Donatello is
resourceful and wise; Michelangelo (originally
spelled "Michaelangelo") is a fun-loving, perpetual
kid; and the group's de-facto leader, Leonardo, dis-
plays the heroic feats and moments of wisdom that
any great leader possesses.
Though the comic's first print run was a hum-
ble 3,000 copies, within a few months new issues
were regularly being printed in quantities of 50,000
or more. Eastman and Laird's company was chris-
tened Mirage Studios, and the two set about publi-
cizing their mutant terrapins. In a stroke of good
timing, a reporter from UPI wrote a story about the
Turtles that was picked up on the national wire and
ran in dozens of newspapers across the country.
The rest, as they say, is history. What started out as
a creative fluke was parlayed into a $4.5 billion
worldwide phenomenon.
Palladium Books produced a pen-and-paper role-
playing game featuring the Turtles, Dark Horse Minia-
tures produced sets of TMNT lead figures for the role-
playing gamers, and First Comics produced full-color
reprint volumes of the original series. In December
1987, CBS aired the animated Teenage Mutant Ninja
Turtles, which ran until 1996. This highly rated televi-
sion series saw the Turtles facing off against Splin-
ter's arch enemy, Shredder, a mysterious ninja clan
called "the Foot," and Krang, an alien from Dimen-
sion X — all the while aiding confidante April O'Neil, a
reporter for Channel 6 News.
The success of the show — and the exposure it
gave the Turtles — triggered a Playmates toy line, an
Archie Comics licensed comic book (which hit the
stands in 1988), a daily newspaper strip (launched
in 1990), and a big-screen live-action debut, with
animatronic characters from Jim Henson. Teenage
Mutant Ninja Turtles: The Movie debuted in theaters
in 1990, followed by Teenage Mutant Ninja Turtles
2: The Secret of the Ooze (1991), and Teenage
Mutant Ninja Turtles 3 (1993). In the midst of this
licensing bonanza, merchandise galore appeared on
retailers' shelves, including Turtles T-shirts, Hal-
loween costumes, lunchboxes, stationery, calen-
dars, and coffee mugs. Turtles colloquialisms like
"Cowabunga" became the slogan of choice among
all playground-dwelling four-year-olds.
In September 1997, Ninja Turtles: The Next
Mutation, a live-action spin-off of TMNT, aired on
Fox Kids, but lasted only one season. Though critics
commented that the Turtles were mainly a merchan-
dising phenomenon of the early 1990s, in the
2000s the band of ninja mutants made a come-
back. In February 2003, the Turtles returned to tele-
vision in an all-new animated series as part of Fox's
Saturday-morning lineup, supported by a Playmates
action-figure line and assorted merchandise. — GM
Tekkaman
During the 1970s, the animation studio Tatsunoko
Productions, founded by manga artist Tatsuo Yoshi-
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Tekkaman
da and his brothers Kenji and Toyoharu, created a
group of unique animated shows for Japanese tele-
vision. Fresh from the success of their show Mach
Go Go Go (released as Speed Racer in the United
States), Tatsunoko's purpose was to create more
ambitious and sophisticated science-fiction anime
that would appeal to an older and mature audience
of teenagers instead of preteens or younger chil-
dren. The resulting shows became known as the
"Tatsunoko heroes." These programs represented
an atypical fusion: all the elements of animation
created in Japan (anime), but also the costumes
and larger-than-life action and adventure that were
typical of American superhero comics — albeit with
darker themes, and much more violence. The
shows also showcased designs by Yoshitaka
Amano, who had joined the studio in 1967 and
would later go on to become one of Japan's premier
fantasy artists.
Space Knight Tekkaman was the fourth of the
major shows of the Tatsunoko heroes line, the oth-
ers being Gatchaman, Casshan, and Hurricane Poly-
mar. The series premiered on Japanese television
in July 1975 and ended in December of the same
year, running for a total of twenty-six episodes. The
series chronicles Earth's battle against an alien
invasion in the twenty-first century. The aliens,
known as the Waldastar, have nearly decimated the
planetary forces, leaving only the small band of
adventurers — the Space Knights — as Earth's last
hope. Johji Minami, Hiromi Tenchi, and Andrew
Umeta comprise the Space Knights, but their prima-
ry weapon, aside from their spaceship Blue Earth,
is a special combat suit that transforms Johji into
the lethal fighting machine, Tekkaman.
In this armored suit, Minami resembles a styl-
ized, high-tech red and white samurai, reborn in a
future age, complete with a weapon that could be
compared to a sword or halberd. With Tekkaman
leading the way, the Space Knights take the battle
to the Waldastar on the ground and in space. A sec-
ondary storyline involves the crew of the Blue Earth
searching for an earthlike planet for humans to col-
onize and thus escape the environmentally ravaged
first Earth. Humanity, then, faces two forces bent on
their destruction — the Waldastar and possibly their
own planet.
In the early 1980s, about thirteen episodes
were dubbed into English and released on video in
the United States, but as with the majority of anime
brought to the United States at that time, the
episodes were heavily edited, with violent scenes
removed and the story and dialogue rewritten. The
dubbed episodes failed to find an audience and
were quickly forgotten.
In Japan, Tatsunoko began to remake several of
their most popular shows during the 1990s, and
Tekkaman was one of these. As the first of the four
major shows of the Tatsunoko heroes line to be
remade, Tekkaman Blade was also the only one to be
remade as a television series; the remakes of the
other shows — Gatchaman, Casshan, and Hurricane
Polymar— were released as OVAs (Original Video Ani-
mation series, direct to the home market), consisting
of only three or four episodes. Story coordinators
Mayori Sekijima and Satoru Akahori took only a few
elements from the original series, and added family
tragedy, teen angst, hard science-fiction elements,
better animation, and possibly (as careful observers
have noted) elements from the cult 1969 British sci-
ence-fiction series UFO. Hirotoshi Sano (who would
later work on the science-fiction anime Bounty Dog)
provided the character designs, and Rei Nakahara
and Yoshinori Sayama created the mechanical
designs, including a new design for the Tekkaman
armor. The updated armor retained the same basic
shape and color scheme of the original, but was also
given a sleeker look and powerful shoulder-mounted
cannons called "voltekkers."
The result was a much more exciting animated
series than the original, set against a backdrop of
tragedy and war. Tekkaman Blade first aired in
Japan in 1992 and ran for forty-two episodes. The
new series is set in the Year 192 of the "Allied
Earth Calendar" (possibly 150 to 200 years in the
tflfi
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Thor
future), with Earth under attack by an insectoid race
called the Radam and their mysterious armored
warriors called Tekkamen, with Tekkaman Omega
coordinating the invasion. The Radam attack
Earth's Orbital Ring and rain down spores on the
planet that begin to terraform Earth into a world
suitable for the Radam — but not for humans.
The beleaguered Space Knights find them-
selves fighting the war on two fronts: battling the
Radam and bickering with the Earth Defense Force
(EDF) and their leader General Colbert. Hope arrives
in a most unusual fashion — a rogue Tekkaman
named Blade who falls to Earth and is found by the
Space Knights. All are shocked to discover that
underneath the alien armor is a human being, a
young man who cannot remember his name. Given
the name "D-Boy" (Dangerous Boy) by Noa and Aki
of the Space Knights, Blade joins their fight against
the Radam, but his help comes at a terrible price.
First, he cannot stay in his armored form for more
than thirty minutes; after that, he will go insane and
attack friend and foe alike. Second, the EDF wants
to use Blade for their own nefarious purposes.
Third, and most tragic of all, the opposing Tekka-
men Blade faces — Dagger, Evil, Lance, Sword, Ax,
and Omega — are his family and friends. As revealed
later in the series, D-Boy and his original family,
members of a deep-space exploration mission,
were transformed into Tekkamen after being cap-
tured by the Radam; only D-Boy escaped. After shift-
ing to an "on the road" tale in its latter half, the
series concludes with the final battles between
Blade and the Tekkamen Evil and Omega.
Tekkaman Blade was a hit in Japan, with cover-
age appearing in anime magazines such as Out,
NewType, and Animage. Also successful was the
merchandising effort that, while not on the massive
level of Mobile Suit Gundam (the giant robot fran-
chise that many have compared to Star Trek in
terms of merchandising and influence in Japan),
gave fans artbooks, models, and videogames. In
2000 a videogame was released called "Tatsunoko
Fight" which used the characters from the four main
shows; also in 2000, the original Tekkaman series
was released on DVD.
Tekkaman Blade eventually caught the atten-
tion of the U.S. media company Saban Entertain-
ment, which in 1995 dubbed Tekkaman Blade into
English and released it on television in the United
States as Teknoman. Despite the changes in the
music, character names, and in one case, even gen-
der — D-Boy became "Slade" and the male or trans-
sexual character of Rebin was changed to the
female Maggie Matheson — the story remained
intact. Despite favorable ratings, only the first twen-
ty-six episodes were shown on television even
though Saban had completed work on adapting all
the episodes of the original Japanese version.
The reaction to Teknoman was mixed. Those
who had never seen Tekkaman Blade before were
drawn to the show's strong storyline and animation
(and would later look for the original version), but
fans of the original Tekkaman Blade were split
between those who hated the adaptation outright
and those who felt that the changes to the show
did not detract from the overall mood or story. The
latter also felt that the show's appearance on Amer-
ican television could bring new fans into the growing
anime fandom movement in the America.
In Japan, Tekkaman Blade //was released as
an OVA in 1994, with the same creative staff from
the previous series, consisting of six episodes. The
OVA was well received, but was not as popular as
the original Tekkaman Blade. Urban Vision released
Tekkaman Blade II in the United States four years
later. In the end, Tekkaman Blade proved to be
more popular, both in Japan and abroad, than its
predecessor, Tekkaman. — MM
Thor
Just as DC Comics has the all-powerful Superman,
Marvel has the Mighty Thor, literally a god with
extraordinary powers and, like his Kryptonian coun-
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Thor
terpart, with an earthly alter ego. Integrating
themes from the warrior heroes of Norse mythology,
Marvel introduced Thor as its fourth superhero. He
appeared in late 1962, in the same month as Spi-
der-Man's debut, and he has been one of the com-
pany's most enduring stars ever since.
His first adventure was chronicled in Journey
into Mystery #83, which introduced readers to the
frail, lame Doctor Don Blake, vacationing in Norway.
Stumbling across an alien invasion force of the
Stone Men of Saturn (who bear an uncanny resem-
blance to the statues on Easter Island), the startled
doctor takes refuge in a nearby cave. There, hidden
in a deep chamber within, he finds a cane, which he
strikes against the wall, only to find himself trans-
formed into a blond, long-haired Adonis wearing a
Viking costume (of sorts) and wielding a magic
hammer, called Mjolnir. Blake becomes the Thunder
God Thor because, as an inscription on the hammer
declares, "Whosoever holds this hammer, if he be
worthy, shall possess the power of ... Thor." As
Thor, Blake can fly (with the help of his hammer)
and control the elements, and he possesses extra-
ordinary strength. The hammer also returns, like a
boomerang, after being thrown; when the handle is
hit twice on the ground it allows Thor to bring on a
storm of any type or magnitude; and it makes for
one mean weapon in a superhero battle. However, if
the hammer is out of Thor's grasp for more than
one minute, he reverts to his civilian identity as
Blake. Having summarily dispatched the Stone Men
back to Saturn, Blake/Thor heads home and on to
a long career as a superhero.
Thor was created by Marvel editor/writer Stan
Lee and artist Jack Kirby, but neither was consis-
tently able to fit the feature into their schedules for
its first few years, so Lee's brother Larry Leiber
scripted much of the early material. After several
issues, Kirby moved on to the new X-Men and
Avengers titles, but not before contributing to the
strip's nascent supporting cast. Having returned to
New York, Dr. Blake set up a practice with a pretty
young nurse called Jane Foster — think Lois Lane
«0»
and Clark Kent — with whom he promptly fell in love.
In true comic book style, revealing to her that he
was really a superhero was strictly forbidden by
Thor's father Odin, ruler of the Norse gods in far-off
Asgard. Issue #85 introduced Thor's villainous half-
brother Loki, the God of Mischief, who was to be a
perpetual thorn in the hero's side and the feature's
arch-villain, always plotting to take over Asgard.
For its first couple of years, the strip was much
like any other comic, with regular forays down to
Earth by the treacherous Loki, interspersed with
occasional communist plotters and local hoods,
such as the Grey Gargoyle, Radioactive Man, the
Cobra, and Mister Hyde. Gradually, however, the
series began to evolve as Lee and Kirby returned
(with issue #97 in late 1963) and changed the
strip's focus from earthbound crime-fighting to the
more expansive, imaginative realm of fabled
Asgard. The pair introduced a new backup series,
"Tales of Asgard," which adapted Norse legends
and integrated them with the lead strips' growing
band of Asgardians. Among the most important new
characters were the dashing Balder, a brave, sword-
wielding fighter; and Volstagg, Fandral, and Hogun,
collectively known as the Warriors Three. Then there
was Heimdal, guardian of the Rainbow Bridge to
Asgard, and the beautiful and plucky Sif — a future
love interest.
The Norse legends had fascinated Kirby since
childhood and, coupled with his almost boundless
imagination, they inspired some of his greatest art:
astonishing battle scenes (often featuring the
massed armies of Asgard), vast cosmic vistas, and
extraordinary creatures. With issue #126 (in early
1966), Journey into Mystery was retitled Thor, and
the comic entered its most creative period with a
stream of new stars and villains. A lengthy narrative
introduced the Greek god Hercules (later to join the
Avengers), his father Zeus, and the ruler of the
Netherworld, Pluto. This was followed by an excur-
sion into a far-off galaxy with the Colonisers of Rigel
and Ego, the Living Planet. Later stories featured
the High Evolutionary (a sort of Dr. Moreau for the
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Thor
space age); the grotesque Ulik and the Rock Trolls;
Hella the Goddess of Death; and the two great
beasts, Surtur and Mangog, bent on bringing about
Ragnarok — the destruction of Asgard and all around
it. Amidst all the rest, of course, there were regular
plots and schemes by Loki.
This was heady stuff, and Kirby's narratives (it
is widely accepted that he was the guiding force in
the project) were complemented by Lee's flowery,
almost Shakespearean language — all "thees,"
"thous," and "forsooths." In issue #124, Jane Fos-
ter discovered that Thor and Don Blake were one
and the same and, unable to cope with the enormi-
ty of it all, was gone within the year, to be replaced
by the rather more heroic Sif. The creators used the
Blake identity less and less and, by 1970, it had
largely been abandoned. That year was a watershed
for the feature, as it witnessed Kirby's departure for
arch-rival DC Comics, where he would create the
New Gods, very much in the same imaginative tradi-
tion as Thor.
Within a year, Lee, too, had gone, but his
replacements Gerry Conway and Len Wein, with
artist John Buscema, carried on in much the same
tradition as Kirby and Lee. Indeed, it is a hallmark
of the strip that for the next three decades — the
1970s, 1980s, and 1990s— it rarely strayed too far
from the Lee/Kirby blueprint. Trends from "rele-
vance" to hard-boiled action to the darker 1990s
came and went, but Thor was invariably toughing it
out with Loki in Asgard, traveling through space or
preventing Ragnarok — again. Buscema was the
principal artist throughout much of the 1970s, com-
bining his peerless draftsmanship with a strong
sense of action. In lesser hands, however, the strip
has struggled.
Following one such thin period, fan favorite Wal-
ter Simonson took over the comic in 1983 (with
issue #337) and revisited the original premise that
a worthy bearer of the hammer shall possess the
power of Thor, by giving it to a bizarre-looking alien
called Beta Ray Bill. Over the next four years,
Simonson — a Kirby devotee — recaptured the
Thor #151 © 1968 Marvel Comics.
COVER ART BY JACK KIRBY AND VINCE COLLETTA.
grandeur of his idol's vision, reviving some of the
old favorites and even turning the original Thor into
a frog! Thor soon got his hammer (and body) back,
but while Simonson was on the comic almost any-
thing he did was received with rapture by its read-
ers. In the late 1980s Simonson left Thor, and the
former Amazing Spider-Man creative team of Tom
DeFalco and Ron Frenz took his place.
In the early 1990s (in issue #433), DeFalco and
Frenz combined Thor's essence with a new human
host, the architect Eric Masterson, to create effec-
tively a new Thor, who had to learn to be a superhero
all over again. In time, the old Thor reappeared and
the Masterson incarnation (complete with beard and
ponytail), now known as Thunderstrike, spun off into
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T.H.U.N.D.E.R. Agents
his own, short-lived series (1993-1995). Thunder-
strike also teamed up with Beta Ray Bill and a Thor
of the future called Dargo, in the wonderfully named
(if ephemeral) Thor Corps. After issue #502, as part
of a companywide late 1990s restructuring plan
known as Heroes Return, the Thor comic restarted
its numbering at issue #1, and readers were intro-
duced to yet another new Thor.
In the wake of Heroes Return, a stricken Thor
was given a new mortal incarnation — Jake Olsen,
an emergency paramedic — but new writer Dan Jur-
gens did not stop there. After a period of finding his
feet, the new Thor was split apart from his human
host by Odin, who feared that his son had become
too attached to planet Earth. Odin then died and
his almost limitless power was transferred to his
son, who became (as a new cover legend pro-
claimed) Thor, Lord of Asgard. As Thor climbed the
ladder of godhood, Asgard was transported to Earth
and, in a daring move on Jurgens' part, the strip
saw the emergence of a new religion: Thorism. As
lowly earthlings attempted to cope with the gods
who now walked among them, effectively creating
world peace in their wake, it was left to Olsen to
question the wisdom of Thor's actions.
As of 2004, the comic has yet to recapture
the commercial heights of the Simonson era. Jur-
gens' run has been by far the most radical of the
strip's existence, and perhaps only posterity will
reveal how successful he has been in revitalizing
the series. By contrast, critics have long consid-
ered the Kirby era one of Marvel's finest achieve-
ments and these comics have been extensively col-
lected in oversized "Treasury Editions," hardback
"Masterworks" anthologies, and paperback
"Essentials" compilations. Since 1963 Thor has
been a regular star of The Avengers, and periodi-
cally appears in numerous Marvel comics as well
as in merchandise and toys. Occasional rumors of
a feature film have come to nothing, but movie
technology has now advanced to such a point that
Kirby's extraordinary imagination might just be cap-
tured on film at last. — DAR
Agents
Of the many second-division publishers that sprang
up in the 1960s, inspired by the sudden success of
Marvel Comics, Tower (with its principal title
T.H.U.N.D.E.R. Agents) is among the most fondly
remembered. The precise origins of Tower Comics
are still somewhat vague, but the company seems
to have sprung from the Midwood and Belmont line
of paperbacks owned by Harry Shorten and Archie
Comics co-owner Louis Silberkleit. Teaming up as
Millwood-Tower, they created Tower Comics and
recruited the great artist Wally Wood, fresh from a
popular stint on Marvel's Daredevil, to put together
a comics line for them. Thrilled at the prospect of
control over his own work, Wood gathered together
his friends and studio members, and created the
T.H.U.N.D.E.R. Agents.
The first issue of T.H.U.N.D.E.R. Agents came
out in late 1965 and, unusually, had twice the page
count of other comics at that time, sixty-eight pages,
but at twenty-five cents it was also twice the price as
well. The comic starred the supersecret heroes
Dynamo, NoMan, Menthor, Raven, and Lightning. All
of them worked for the clandestine T.H.U.N.D.E.R.
organization — The Higher United Nations Defense
Enforcement Reserves — in a battle against any evil
foe who might threaten the earth.
The characters' origin story reveals how
T.H.U.N.D.E.R. operatives arrive too late to save
the brilliant Professor Jennings from agents of the
dreaded Warlord, but find three fantastic new
inventions in his apartment. One of these is given
to each of three brave T.H.U.N.D.E.R. Agents. Len
Brown (a.k.a. Dynamo) is given an "electron molec-
ular magnifier belt," which gives him Superman-like
strength and a body as hard as steel. Dr. Dunn, an
aged colleague of Jennings who devised a way of
transferring his mind into the body of an android
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T.H.U.N.D.E.R. Agents
(one of many which he had built), is given a cloak
of invisibility to become NoMan. John Janus (a.k.a.
Menthor) is given a cybernetic helmet that ampli-
fies his brain power to such an extent that he can
read minds and master telekinesis. (This character
was also originally a double agent, working for the
Warlord, but he soon saw the error of his ways.)
The T.H.U.N.D.E.R. Squad (Guy Gilbert, Weed, Kit-
ten, and Dynamite) were regular agents who
popped up in various stories to help their super-
powered colleagues defeat a variety of aliens, zom-
bies, and dictators.
In what was clearly a combination of Marvel-
style superheroics and Man from Uncle/ iames
Bond-style spy thrillers, the T.H.U.N.D.E.R. Agents
regularly came up against sinister secret societies,
such as the Warlords; Overlord and his Subter-
raneans; the Red Star Group; and SPIDER. Other
dastardly (though perhaps rather routine) villains
included Dynavac, Vibraman, the Tarantula, Dr. Spar-
ta, and Demo and the Submen. Two of the publish-
er's most memorable villains had an unusual depth
to them — Iron Maiden and Andor. The armor-clad,
beautiful but deadly Iron Maiden was Dynamo's top
enemy but was also in love with him and would go
to some lengths not to kill him. Andor had been
experimented on by the Subterraneans since child-
hood, to make him a deadly opponent for the
T.H.U.N.D.E.R. Agents, but he was a tormented soul
who soon turned against his masters.
Each issue of T.H.U.N.D.E.R. Agents was a
treat for the eyes. Wood was at the peak of his pow-
ers on the series and was prominently featured in
each issue, while such artistic talents as Reed
Crandall, Gil Kane, Mike Sekowsky, and Steve Ditko
also contributed notable work. Scripts were provid-
ed by Wood himself, Steve Skeates, Bill Pearson,
Larry Ivie, and Len Brown. The latter's name had
been appropriated (much to the writer's surprise) by
Wood as Dynamo's alter ego.
Tower's ambition to compete with Marvel and
DC was great, but it was also the company's undo-
ing. In 1966, it released a second superhero title,
T.H.U.N.D.E.R. Agents #3 1966. © & ™ John Carbonaro.
COVER ART BY WALLY WOOD.
Undersea Agent, and later spun-off Dynamo and
NoMan into their own short-lived series. In addi-
tion, it launched a war comic — Fight the Enemy—
and a couple of titles starring Tippy Teen in an
attempt to tap into the Archie Comics market. All
of the comics were double-sized and cost twenty-
five cents each, and ultimately they overstretched
the publisher's talents and readership. At double
the price of other comics on the stands, readers
were put off. In any case, as beautiful as the
comics were, they lacked Marvel's personality and
excitement. Tower had its innovative ideas (killing
off Menthor in issue #7, for instance) but the com-
pany was occasionally too eager to copy more suc-
cessful superheroes. For example, T.H.U.N.D.E.R.
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The Tick
Agents Lightning and the Raven were transparently
based on the Flash and Hawkman. So most of
these new titles were dead by 1967, while
T.H.U.N.D.E.R. Agents staggered on with an
increasingly erratic schedule until issue #20 in
1969. Tippy Teen, on the other hand, proved to be
the publisher's most successful comic, running for
twenty-seven issues until 1970.
Despite its relatively short life span, there have
been numerous official and unofficial T.H.U.N.D.E.R.
Agents revivals. Throughout the 1980s, rival comic-
book companies published competing
T.H.U.N.D.E.R. Agents comics, with certain publish-
ers believing that they had bought the rights to the
heroes, while others claimed they were in the public
domain. According to the July 2001 issue of Comic
Book Artist magazine, eight different titles from five
companies either presented new strips or reprinted
original T.H.U.N.D.E.R. Agents comics before the
copyright situation was remedied. Interestingly, in
the United Kingdom much of the Tower line was
reprinted in black-and-white titles such as Creepy
Worlds and Uncanny Tales by the Alan Class Com-
pany, and was continuously reprinted from the
1960s up to the mid-1980s, making these titles as
familiar to British readers as many Marvel or DC
comics. The 1990s even saw a bootleg British
T.H.U.N.D.E.R. Agents comic clearly photocopied
from American issues.
By the mid-1990s the legal complexities had
been ironed out and a regular T.H.U.N.D.E.R. Agents
series was announced by — of all people — Pent-
house magazine. However, while many issues had
been completed, only one story appeared, in the
pages of Omni Comix #3, before Penthouse can-
celed its nascent comic line. Fans could have been
forgiven for thinking that the characters were forev-
er doomed, but in 2003 DC Comics announced
plans to resurrect the Tower line. A much-anticipat-
ed new series never made it to the market, but an
Archives series of the classic stories and a line of
collectible statues, each from DC, preserve the
legacy for posterity. — DAR
the Tick
Bounding over the rooftops of The City, the big blue
ball of justice known as the Tick faces naughty evildo-
ers with fearlessness, gusto, and a rallying cry of
"Spoon!" The absurd superhero is often aided in his
adventures by the portly Arthur, whose all-white moth-
winged costume and easily spooked attitude do not
generally strike fear into the hearts of criminals. The
spawn of crankiness may churn a bitter butter of evil,
but The City has its heroes in Tick and Arthur ... and
a few of their equally odd superhero friends.
Created as an absurdist parody of superheroes
by cartoonist Ben Edlund, the Tick first appeared in
the pages of comic store New England Comics'
newsletter with issue #14 (July-August 1986). In
the story, the character escapes from Evanston Asy-
lum on a mission to protect The City. After a number
of newsletter adventures proved popular with fans,
a limited edition of The Tick #1 was published in
March 1988. It was later reprinted in a nationally
distributed edition, and the saga of The Tick began.
In the years since, several dozen series, miniseries,
specials, and one-shots for The Tick have been pub-
lished in color and black-and-white. Spinoff series
for supporting characters have also appeared,
including Man-Eating Cow and Paul the Samurai.
Although Edlund wrote and illustrated most of the
original Tick adventures, many other creators came
aboard for later stories.
Although the Tick first fought crime alone, in
The Tick #4 (March 1989), he met Arthur, a shy and
portly accountant who wanted to become his side-
kick. Arthur bought a moth-like outfit that more
closely resembled a rabbit, but the two were soon
inseparable. The Tick doesn't really have a secret
identity (though he once masqueraded as Neville
Nedd, crossword-puzzle creator for the Weekly World
Planet), and the duo has its headquarters in
Arthur's apartment (though a Tick Cave on the out-
skirts of New York was later seen). Other heroes
with whom Tick and Arthur are acquainted include
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The Tick
female ninja Oedipus, baker Paul the Samurai, patri-
otic heroine American Maid, bat-dressed hero Die
Fledermaus, color-changing Crusading Chameleon,
cannon-firing Human Bullet, stinky hero Sewer
Urchin, and World War II— era heroes the Decency
Squad (Captain Decency, Johnny Polite, Suffra-jet,
Living Doll, and Visual Eyes).
The Tick villains are an equally odd lot. Crime
boss Chairface Chippendale has a piece of furniture
for a head. The deadly Chainsaw Vigilante wants to
get rid of all the superheroes of The City. El Seed is
a sentient plant with a daisy-head that wants to take
over the world with the Plant Kingdom. Brainchild is
an evil genius who is really a grade-schooler with an
enlarged brain. The Breadmaster commits baking
crimes with his sidekick Buttery Pat. Other villains
include the Evil Midnight Bomber What Bombs at
Midnight, the Red Scare, Dinosaur Neil, Pineapple
Pokopo, the Terror, Omnipotus the Eater of Planets,
Thrakkorzog, and the forces of Villainy, Inc.
What are the Tick's powers? Well, he's "nigh-
invulnerable," though that seems to mean only that
he can withstand a lot of punishment. He also has
increased strength, speed, and jumping ability, and
the feelers on his mask keep him balanced.
Arthur's moth suit enables him to fly. The Tick's ral-
lying cry is "Spoon!", while Arthur's more plaintive
battle cry is "Not in the face!" Tick rarely uses
super-gadgets, but he does have a Secret Crime
ViewFinder (a View Master toy), the Mighty Diner
Straw, the Pez Dispenser of Graveness, and a Hyp-
notic Secret Identity Tie.
On September 10, 1994, Fox debuted an ani-
mated series of The Tick for Saturday mornings.
The characters closely followed their comic incarna-
tions, and the multi-layered, parodically inclined sto-
ries were enjoyed by adults as well as children.
Townsend Coleman provided the voice of the Tick,
while ex-Monkees star Mickey Dolenz was Arthur
(replaced by Rob Paulsen in season two). In an odd
state of affairs for the time, Comedy Central picked
up the rights to The Tick in 1996 and began show-
ing the new episodes at night, while Fox reran the
The animated show The Tick.
new shows mixed with older episodes. The series
attracted an intense cult following among college
students and adults; it also led to a line of action
figures, bendable toys, plastic figurines, fast-food
premiums, games, apparel, videos, trading cards,
and other successful licensing. The animated Tick
ended in 1997 after thirty-six episodes, though mul-
tiple scripts for a fourth season were written; Fox
talked about airing Tick primetime specials, but
none ever appeared.
In 2000, a live-action pilot for The Tick was cre-
ated, produced, and directed by Barry Sonnenfeld
(Men in Black). The resulting series starred Patrick
Warburton in the title role, and he perfectly replicat-
ed the cartoon version. Animatronic feelers and a
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The Tick
seamless blue latex suit gave Warburton a cartoony
look. David Burke played Arthur, while two charac-
ters similar to those in earlier series incarnations
also appeared regularly: Nestor Carbonell was the
perpetually hyper-hormonal lothario Bat Manuel (the
new version of Die Fledermaus), while Liz Vassey
was patriotic heroine Captain Liberty (the new ver-
sion of American Maid), a woman who constantly
made the wrong choices when dealing with men.
The opening narration for The Tick set up the
show's odd sensibility: "I am the wild blue yonder,
the front line in a never-ending battle between Good
and Not-So-Good. Together with my stalwart side-
kick Arthur and the magnanimous help of some
other folks I know, we form the yin to villainy's
malevolent yang. Destiny has chosen us. Wicked
men, you face the Tick!" Delayed from a midseason
replacement in early 2001, and prior to its debut on
Fox on November 8, 2001, The Tick was given rave
reviews by almost every TV critic in print. Despite its
high critical marks, the public didn't warm to the
show nearly as well — perhaps due to poor advertis-
ing, preemptions, and a constantly shifting sched-
ule — and Fox canceled the series before all nine
episodes had aired. The final show appeared on
January 24, 2002. Fans had to wait until the Octo-
ber 2003 DVD release to see the final Tick episode.
Even as The Tick comics continue to appear
periodically, creator Edlund has spent most of his
energies in Hollywood, writing for such TV series as
Firefly and Angel, and films such as Titan A.E. He
also shepherded an animated script (with Richard
Liebmann-Smith) for a big-budget Tick feature film;
although it is not in active development, the big
blue hero may yet reach the big screen, inspiring
fans everywhere to yell "Spoon!" once again. — AM
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tftxaman
The late Eiji Tsuburaya — Japan's greatest special-
effects master — was responsible for the visual
effects for the early Godzilla films, beginning in
1954 with Gojira {Godzilla, King of the Monsters).
These films, referred to by the Japanese term kaiju
eiga (literally, "giant monster film"), have grown in
popularity and continue to be enjoyed in Japan and
around the world, with new Godzilla films being pro-
duced. Yet Tsuburaya made his mark not just in the
movies, but also on Japanese television, where his
work on a unique live-action science fiction series
led to the creation of Japan's most popular live-
action superhero: Ultraman.
Ultraman's roots began with the television
show Ultra Q. This twenty-eight-episode black and
white science fiction series first aired on Japanese
television on January 2, 1966. The premise dealt
with three investigators — a pilot, his assistant, and
a reporter — who explored strange phenomena that
would lead to the revelation of a giant monster or
an unknown creature. At the root of the appear-
ances of such creatures would be an explanation
grounded in science, such as environmental
destruction or extra-terrestrial visitations. Many
have referred to the show as a combination of The
Twilight Zone and The Outer Limits (or one
could call it a precursor to The X-Files). Not every
episode of Ultra Q featured a giant monster, but the
series scored high ratings, and its popularity would
have a strong influence on Ultraman.
Tsuburaya's desire was to create a show that
had giant monsters and a force powerful enough to
defeat them. At the same time, the show had to fit
within a thirty-minute time frame. The result of this
work, a series titled Ultraman, premiered on July
17, 1966, on Japanese television, and was an
immediate success. The original Ultraman series
only ran for thirty-nine episodes, but in the nearly
forty years since the character first appeared, the
many television shows, movies, comics, and addi-
tional merchandise have gained Ultraman a world-
wide recognition on par with Mickey Mouse and
Charlie Brown.
At first glance, Ultraman appears to be a robot,
with his red and silver body, bullet-shaped helmet
(and its fin), yellow eyes, and giant stature — he
stands forty meters tall and weighs 35,000 tons.
However, he is actually a living being, an interstellar
law enforcement officer from a planet located in
Nebula M-78. He is part of a galactic law enforce-
ment team consisting of many beings similar to
him — all are called "Ultras." Each episode is set in
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60s
Ultraman
the present day or the near future. The first Ultra-
man series began with the title character pursuing
the criminal Bemlarto Earth. Ultraman accidentally
collides with a craft piloted by Hayata of the Sci-
ence Patrol, killing him. In response (and as a way
to make amends), Ultraman revives Hayata and
gives him the "Beta Capsule"; by raising the device
and pressing the button, Hayata transforms into
Ultraman to battle giant beasts. The hero's main
weapon is the "specium ray," an energy beam fired
when Ultraman crosses his arms in a "plus sign"
manner. There is a catch — Ultraman can only
remain in his giant form for three minutes while on
Earth. This time limit would become the standard
for future shows. The battles between Ultraman and
the various enemy creatures were performed by
actors in costumes filmed on sets with detailed
miniature buildings, hills, and mountains. Prominent
villains of the original Ultraman series include Bal-
tan-seijin (an insectiod alien monster), Red King,
and Zetton, an alien dinosaur.
Ultraman became a major success, scoring
high ratings and interest. Children were the show's
largest fan group, although older viewers enjoyed
the show too; it was also the first color television
show in Japan made for children. With his immense
size and strength, Ultraman is truly a larger-than-life
superhero, a defender of Earth (even if the majority
of the action took place in Japan). There are some
similarities to American superheroes: Ultraman is a
powerful alien who uses a human "disguise" to
hide his identity (like Superman), and changes size
to battle monsters (like Giant Man of the Avengers).
In 1967, Tsuburaya Productions decided to
develop a new series called Ultraseven. This series
introduced a new agent from M-78 who takes on
the human identity of Dan Moroboshi while on
Earth. The TDF (Terrestrial Defense Forces) repre-
sent humankind's line of defense against alien
invaders or monsters. The new series, at forty-nine
episodes, was darker in tone and dealt with more
serious issues than the original series. (In fact, the
twelfth episode caused a major controversy in
Japan and was banned from television due to its
portrayal of aliens whose appearance recalled radi-
ation poisoning as in Hiroshima.) Over the next thir-
ty-five years, Ultraman would continue through nine-
teen television shows in Japan as well as more
than a dozen live-action theatrical films. Each new
series featured a new Ultra, and in Ultraman Ace,
two people — Seiji Hobuto and Yuko Minami —
become Ultraman Ace by touching their "Ultra
rings" together.
In 1996, the fifty-two-episode Ultraman Tiga
introduced an Ultra who uses different "modes" to
utilize in combat: a default "Multi type," a more pow-
erful "Power type," and a "Sky type" that is faster,
but not as powerful as the previous two modes. Tiga
was also the first Ultraman to have colors other than
red and silver — his "Sky type" mode is blue in color
with silver trim. The series itself is set in the year
2007, but in a different universe than the previous
shows in the franchise. Tiga was followed by its light-
hearted sequel Ultraman Dyna, but the next series
Ultraman Gala was set in yet another universe differ-
ent from Tiga or Dyna. Ultraman Gala focused pri-
marily on the conflicting beliefs of the two Ultras
who were the main characters: Gaia wants to save
the earth and humanity, but Agul (who is blue in
color) wants to save only the planet — he is not par-
ticularly concerned if humanity is wiped out in the
process. Another change that was apparent in the
Ultraman series of the mid- to late 1990s was that
the Ultras are not from Nebula M-78, but are instead
guardians of Earth.
The most recent series, Ultraman Cosmos, ran
on Japanese television from 2001 to 2002. With
sixty-five episodes — and two movies — it is the
longest-running series in the Ultraman franchise
(despite a brief interruption in broadcasting). Cos-
mos also represents a shift in attitude toward vio-
lence in the media in Japan; as an Ultra, Cosmos
has "gentle" and "strong" modes that are used to
defeat the enemy, but gone are the bloody fights
with enemies being hacked apart that were so pop-
ular on the earlier shows.
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Ultraman
Despite being a unique Japanese hero, Ultra-
man is well known in America. The original series
was dubbed into English and syndicated on Ameri-
can television in the late 1960s. Ultraseven was
dubbed into English by Ted Turner's TNT cable chan-
nel in 1985, but the bad dubbing and writing was
also combined with major edits. While the dubbed
version of Ultraseven was shown during the early
morning hours on TNT, it was not the entire run of
the original forty-nine episodes. However, in 1987, a
unique project was created by Tsuburaya Produc-
tions and Hanna-Barbera Productions. Called Ultra-
man: The Adventure Begins (or Ultraman USA), the
animated pilot dealt with three U.S. Air Force
pilots — Chuck Gavin, Beth O'Brian, and Scott Mas-
terson — who join forces with three Ultras from M-78.
Now known as Ultra Force, the three heroes battle
alien monsters from the destroyed planet Sorkin.
The pilot episode was the first Ultraman show to
have a female Ultra as a prominent main character.
The joint Tsuburaya/Hanna Barbera pilot
episode never made it to a full-fledged television
series. However, there were other efforts to create
Ultraman shows outside Japan (but with the full
cooperation of Tsuburaya Productions). In 1991,
Ultraman: Towards the Future (the title was changed
to Ultraman Great when it was shown on Japanese
television) ran for thirteen episodes on American
syndicated television. This was the first Ultraman
series to be made in English, and was filmed in
Australia. The live-action series followed the adven-
tures of former astronaut Jack Shindo, now a mem-
ber of the UMA (Universal Multipurpose Agency)
who became Ultraman to battle monsters created
by the alien Gudis virus. The series boasted
improved visual effects and miniatures, and was
backed up by a merchandising campaign that
included action figures and a sequel comics series
produced by Harvey Comics in 1993, the same year
the series was released on home video. Dwayne
McDuffie wrote the limited series, with art by Ernie
Colon and Alfredo Alcala. Bandai produced a
videogame that was released in the United States
Ultraman #1 ™ and © 1993 Tsuburaya Productions Co. Inc.
COVER ART BY KEN STEACY.
for the Super Nintendo game console; called Ultra-
man, it featured the main hero and the villains from
Ultraman: Towards the Future.
A second attempt at an English-language live-
action Ultraman series was 1994's Ultraman: The
Ultimate Hero. While the series' main character,
Ken-ichi Kai, is Japanese (making U: TUH one of the
few American shows to have an Asian American as
the main character), the production was primarily
done in the United States, under the supervision of
Tsuburaya Productions. In this series, Kai is a mem-
ber of the W.I.N.R. (Worldwide Investigation Network
Response) team that defends Earth from malevo-
lent aliens called Baltans. Major Havoc Entertain-
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Ultraverse Heroes
merit in California filmed the principal photography
and the creature effects, as well as many of the
visual effects. The design for Ultraman was modern-
ized and redefined; his "eyes," while blue (instead
of yellow), turn red during periods of intense com-
bat. The series was shot on 35mm film (which is
standard for motion pictures, not television). Unfor-
tunately, the thirteen-episode series was never
released officially in the United States; it was
released in Japan under the title Ultraman Powered.
Reaction to the series was mixed; while viewers
lauded the creature designs and visual effects,
many felt that this Ultraman series was a pale
remake of the original 1966 series.
There would be no further attempts to make an
English-language Ultraman series after U: TUH, but
Ultraman Tiga was dubbed into English by 4Kids
Entertainment, and was first broadcast on American
television in 2002. Dark Horse Comics adapted the
Hong Kong comic book for Tiga beginning in August
2003; popular artists Tony Wong and Khoo Fuk
Lung created the ten-issue series. Nearly ten years
earlier, Dark Horse, as part of its "Comics' Greatest
World" line of comics, created the character Hero
Zero, an obvious homage to Ultraman. Zero is the
alter ego of teenager David MacRae, who becomes
the size-changing hero. He can also communicate
with a voice that only he can hear. Writers never
revealed how David becomes Hero Zero. In the
1990s, Viz Comics released an English-language
adaptation of the manga Battle of the Ultra Broth-
ers, featuring Ultraman and his comrades against
their standard array of villains. — MM
Otiravevse Heroes
New superhero universes come and go, but few
have had the flash-bulb success of the Ultraverse, a
line of titles from Malibu Comics. Its diverse pan-
theon of heroes, including Prime, Mantra, the
Strangers, the Night Man, and UltraForce, would not
only garner press attention, but also spawn a line of
toys, a cartoon, and a live-action television series,
and set up a buy-out from one of the world's most
successful comic-book publishers.
Malibu Comics was founded by Scott Rosen-
berg in 1986, but the company didn't hit it big until
1992. That's when a distribution deal with the just-
beginning Image Comics brought Malibu a huge
financial windfall, enabling it to start work on a
shared superhero universe to be called the Ultra-
verse. Unlike Image's art-based comics that some-
times lacked strong storylines, the Ultraverse was
built by a group of writers — Mike W. Barr, Steve
Englehart, Steve Gerber, James D. Hudnall, Gerard
Jones, James Robinson, Len Strazewski, and famed
science fiction writer Larry Niven — who worked out
how all their concepts and "Ultra" characters would
fit together as a seamless whole. The line debuted
in June 1993 with Prime, Hardcase, and The
Strangers. Malibu put posters in city bus stops, and
advertised on television, both marketing elements
which had never been done in the comics world.
Biggest amongst the Ultraverse heroes (in
terms of both size and sales) is Prime. Costumed in
red and gold, and with hugely muscled arms, Prime
is reminiscent of Captain Marvel. The superstrong
adult hero is really teenager Kevin Green, whose
Ultra-body often becomes unstable and melts into
protoplasmic glop. Prime eventually gains a side-
kick known as Turbo Charge, an African-American
gay teen, and battles villains such as Primevil, Doc-
tor Vincent Gross, Maxi-Man, and the Aladdin orga-
nization. Prime was translated for video games, and
optioned as a feature film by Universal, with scripts
having been written by Doug Chamberlin, Chris
Webb, Don Calame, and Chris Conroy.
Hardcase is an actor who gained Ultra-pow-
ers. Fighting crime for a while with three other
Ultras in a group known as the Squad, Hardcase
decides to retire when the other Squad members
are killed or made comatose by the robotic NM-E.
He plays a hero in the movies, but eventually Hard-
case decides to become a hero again in real life.
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Ultraverse Heroes
Villains he faces include Rex Mundi, Dirt Devil,
and Hardwire.
The Strangers are a group of heroes whose ori-
gin is an accident that affects each of them. When a
San Francisco cable car is struck by a blast from
outer space (known as "the Jumpstart effect"), the
people on it gain Ultra-powers. Seven of them join
together as the Strangers, including target-hitting
heroine Lady Killer, African-American teen speedster
Zip-Zap, transforming hero Atom Bomb, shrapnel-
shooting hero Grenade, alien woman Yrial, electrical-
powered heroine Electrocute, and light-powered gay
hero Spectral. One of the others affected by the
cable car accident is Johnny Domino, who would
develop the ability to "hear" evil thoughts from oth-
ers, and soon gained his own series, The Night Man.
Other heroes soon followed with their own
books. Mantra featured the adventures of a male
sorcerer reincarnated into the body of a modern sin-
gle mother. Freex followed the adventures of a
group of underground teenage Ultras who felt disen-
franchised from humanity. Prototype saw a young
video game player taking over the super-armor of a
corporate Ultra hero. Firearm showcased a tough
guy with an uncanny shooting ability; in addition to
his own comic, he was featured in a Malibu-pro-
duced thirty-minute live-action video adventure.
At its height, the Ultraverse published fifteen
monthly titles, including Ex/7es, Firearm, Sludge,
Solitaire, The Solution, Warstrike, and Wrath. An
ageless evil vampire named Rune was also given
his own series, written and drawn by comics legend
Barry Windsor-Smith.
In November 1994, Marvel Comics purchased
Malibu and all of its assets, including characters
from the Ultraverse as well as other properties such
as Men in Black, and a top-level computer-coloring
department. For a brief period, it seemed as if Mar-
vel would keep the Ultraverse a popular property,
but the company quickly stumbled. Prices rose dra-
matically higher, and the comics were taken away
from newsstand distribution and placed solely in
Prime #1 © 1993 Malibu Comics.
the direct market of comics specialty shops. Editori-
al interference with the writers and art teams also
led to wavering quality. Although Marvel crossed its
own characters over into the Ultraverse — titles
included Rune/Silver Surfer (April 1995), Night Man
vs. Wolverine (August 1995), and Avengers/Ultra-
Force (October 1995) — the line began to hemor-
rhage both sales and fans.
One of Malibu/Marvel's most popular titles
was UltraForce, a series drawn by fan favorite
George Perez. UltraForce teamed up many popular
Ultras, including Prime, Hardcase, and Prototype,
with newer heroes Topaz, Ghoul, and Contrary. In
October 1995, DIC produced thirteen episodes of a
syndicated UltraForce animated series, with strong
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Ultraverse Heroes
ratings. A Galoob UltraForce toy line also premiered.
Once the Malibu/Marvel merger was complete,
however, even deals that were in place prior to it
were in danger. Both the series and toys were killed
due to internal politics.
As the Marvel Ultraverse titles continued, the
quality slipped further. The creators and original writ-
ers were replaced. Characters were also replaced —
Mantra changed from a mother to a valley girl — and
fans rebelled. In 1996, Marvel made a number of
drastic cuts, including canceling a number of books.
Prime, Rune, and UltraForce were among the final
hold-outs in publication, but each of them died by
December 1996. The final Ultraverse publication
was Ultraverse: Future Shock (February 1997), a
one-shot that attempted to wrap the universe up.
As of early 2004, the last appearance of any
Ultraverse hero was NightMan, a live-action syndi-
cated television series from Tribune, that aired forty-
four episodes from fall 1997 through 1999 (in
2004, it is in syndication in some markets). The
Ultraverse is remembered by fans today as an
entertaining experiment that could have been big ...
and almost was. — AM
0VO
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Valiant Heroes
Valiant is a company that looms large in the land-
scape of 1990s comics as a symbol — depending
on whom you ask — of either the best qualities or
the worst tendencies of the medium.
At a time when it seemed that every publisher
was raiding comics history for dormant characters to
build a universe around, Valiant took perhaps the
least fashionable of all — the 1960s heroes of the
mostly kiddie-oriented Gold Key Comics — and devel-
oped one of 1990s comics' slickest and hippest
worlds. As it became vogue for comics lines to con-
nect all their books in an intricate "continuity" that
often required readers to have bought every issue of
a given title — and all the ones related to it — to know
what was going on, Valiant worked out an involved,
universe- and time-spanning scenario of the type
that delights devoted fans but which others blame
for driving away comics' more casual mass audi-
ence. Valiant also pioneered the simultaneous use
of its characters in other properties such as video
games, which some see as the future of the medi-
um and others see as a distraction of reader inter-
est and creator talent from the comics themselves.
For the comics, Valiant specialized in both
state-of-the-art treatments of popular themes and
inventive reworkings of familiar concepts. The three
main characters it acquired from Gold Key in 1990
were Solar, Man of the Atom; Turok, Son of Stone;
and Magnus, Robot Fighter, 4000 A.D.
Solar had been a scientist who (like Charlton's
Captain Atom before him and Dr. Manhattan in Alan
Moore's Watchmen much later) literally pulls him-
self together after a catastrophic nuclear accident,
and finds he has obtained awesome powers in the
process. In Valiant's reworking, these powers get
out of hand, resulting in the destruction of his
entire universe. He then travels to "ours," deter-
mined to make amends by becoming a champion of
humanity (and in this he has his hands full, with,
among other menaces, a race of "spider aliens"
bent on subjugating Earth that he battles across
the world and through time).
Turok was originally a pre-Columbian Native
American who stumbles upon — and gets trapped
in — a mystical valley where dinosaurs still dwell.
First appearing in 1954, this scenario can be
assumed as the source for everything from the mid-
1970s kidvid hit Land of the Lostto Marvel's Ka-Zar
character, so by the time of the 1993 Valiant
relaunch (retitled Turok, Dinosaur Hunter) an over-
haul was in order. In this version, the valley was
actually an alien dimension, where Turok fought
technologically enhanced, intelligent "bionosaurs."
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Valiant Heroes
X-0 Manowar#7 © 1992 VALIANT™, a division of Voyager
Communications Inc.
COVER ART BY FRANK MILLER.
Magnus was a citizen of "North Am" (a sprawl-
ing high-tech city covering most of the North Ameri-
can continent) in the far future. A highly trained mar-
tial artist able to best mechanical beings with his
bare hands, he wages war on the renegade robots
who have turned against the human race. In
Valiant's 1990 version, the "evil" robots turn out to
merely be those who have developed free will, and
Magnus rebels against the same society that would
enslave them.
Among the many new characters Valiant devel-
oped to accompany its Gold Key acquisitions, X-0
Manowar (debuting in 1992) compensated for his
clumsy name with an elegant twist on the immortal
warrior/reincarnated hero concept. Beginning as a
fifth-century Visigoth named Aric Dacia, he was
abducted by spider aliens seeking to enslave the
mighty warrior. When a time-traveling Solar attacks
the aliens, Dacia escapes their ship and steals one
of their sophisticated weapons, the Manowar Class
X-0 Armor, which grants enhanced strength, blasts
bolts of energy, and supplies almost immortalizing
life-support. Unfortunately, 1,600 years have
passed on Earth in the subjectively short time
Dacia has been on the aliens' faster-than-light ship,
and he must adapt to the twentieth century.
Valiant also developed some inventive spins on
Marvel's X-Men concept. In Valiant's universe, those
who represent the next step in human evolution are
known not as mutants but "Harbingers." The power-
ful telepath Toyo Harada establishes the Harbinger
Foundation (in Harbinger #1, 1992) to recruit other
such superbeings and help him in a vision of saving
the human race from suicide by taking it over.
Expectedly, there are both Harbingers who side with
him and oppose him, along with the "H.A.R.D.
Corps" (Harbinger Active Resistance Division), sol-
diers "recruited" from the ranks of coma patients,
who are given special "psi-borg" implants to boost
their brain activity and match the mind powers of
the Harbingers (whom they battle on pain of being
returned to their semi-living state).
The world of Valiant was also crisscrossed by a
war between "geomancers" (sorcerers who protect
the earth by drawing on its own energy) and Necro-
mancers (their nihilistic opposites).
Valiant prospered, and fixated its fans, with
companywide events that would tie all these con-
cepts together in intricate knots. The definitive one
was "Unity," a 1992 epic in which Mothergod, a
woman from Solar's original reality who gains similar
powers in the same accident as he, seeks to rewrite
history so that her own universe can live again, at
the known Valiant cosmos' expense. In this storyline
readers learn that she is the one who first fitted the
ordinary dinosaurs of Turok's "Lost Land" with the
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Vertigo Heroes
implants that made them murderous bionosaurs;
that Magnus was actually the superstrong child of
two twentieth-century Harbingers; that a geomancer
then placed him in the year 4000 to protect
humankind at a later date — you get the idea.
By 1997, Valiant (and its parent company Voy-
ager Communications) was acquired by Acclaim
Entertainment. As the backbone of the company,
Acclaim's videogames garnered more of a focus
than its comics, and the latter medium started
drastically losing audiences to the former. Acclaim's
comic output grew sporadic, though all of comics
fandom anticipated a new crossover epic called
Unity 2000 (1999), which was projected for six
issues but only shipped three.
Today Acclaim's website commits to no more than
occasionally issuing "'special edition' comic maga-
zines to support some of our time-valued [videogame]
brands," but these games remain valuable indeed —
especially those involving Turok, who has starred in
several, and remains so highly in demand that in 2002
Acclaim's marketers scored by surreally offering
$10,000 in savings bonds to the first child born on
Labor Day (what else?) whose parents had agreed to
legally name it "Turok" for one year.
Clearly, the Valiant universe's guardians have
an interest in keeping the concepts warm for a
devoted fanbase that could one day swell into a
mass public again. Valiant remains one of the most
fondly remembered players in what was, in its hey-
day, a very crowded field. And as fans nurtured on
the company's mythos of time-traveling, death-cheat-
ing warriors will tell you, anything's possible. — AMC
Vertigo Heroes
"We've been called horror, mature, sophisticated, dark
fantasy, cutting-edge, and just plain weird," editor
Karen Berger said in Vertigo Preview (1992). "Tired of
tired misnomers, and not even having a collective
name, we decided to define ourselves." The name
Animal Man #1 © 1988 DC Comics.
COVER ART BY BRIAN BOLLAND.
chosen for DC Comics' imprint of off-kilter books was
Vertigo, and its publications were christened a "bold
new line of comics for mature readers."
The genesis of Vertigo began in the 1980s
when writer Alan Moore revitalized DC swamp mon-
ster/sometime-superhero book Saga of the Swamp
Thing, beginning with issue #20 (January 1984).
Moore's take on the story existed in a darker corner
of the DC universe, where monsters and shadows
were far more horrifying than any supervillain
attack. Although Swamp Thing interacted occasion-
ally with DC heroes such as the Justice League,
Superman, and Batman, the sentient plant was
eventually revealed to be an "Earth elemental,"
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Vertigo Heroes
whose powers were akin to a force of nature. With
the success of Swamp Thing, other avant garde,
dark and revisionist takes on DC heroes were soon
put into motion, including Animal Man, Sandman,
Black Orchid, Doom Patrol, and Shade the Changing
Man. Like Moore, the writers for all of the series
came from the British Isles (though Vertigo would
eventually employ American writers as well).
Animal Man (1988-1995) starred a nearly for-
gotten 1960s hero who could take on the powers of
animals around him. Reinvented by writer Grant
Morrison, family man Buddy Baker attempts to
revive his superhero career, discovering that his
connection to animals runs deeper than he had pre-
viously thought, thanks to his alien-initiated link to a
"morphogenic field" generated by all living things.
By the end of Morrison's run with issues #25-#26
(July-August 1990), Baker even realized that he
was a comic-book character. Future issues contin-
ued the exploration of Baker's connection to nature,
as well as animal rights issues, suicide, and reli-
gion. Animal Man became a Vertigo title with issue
#57 (March 1993).
Sandman (1989-1996) was the redefinition of
a 1942 hero previously redefined by Joe Simon and
Jack Kirby for Adventure Comics, who had also
enjoyed adventures with the Justice Society of
America. Revived (in name only) in 1974, the older
hero became more of a superheroic guardian of
dreams for a short-lived series. When writer Neil
Gaiman reinvented Sandman in 1989 for another
series, he was now Morpheus, the Lord of Dreams,
and one of seven supernatural beings called the
Endless. Though a few stories touched base with
the DC superhero universe — even explaining Mor-
pheus' connection to the previous Sandmans of
comic-book history — most of the stories were dark
fantasy, myths, and fairy tales, set in many different
time periods with ever-changing casts. Sandman
became a Vertigo series with issue #47 (March
1993), and soon became one of the most presti-
gious titles in DCs publishing history, winning
Gaiman accolades for his writing, including a World
Fantasy Award.
Black Orchid (1993-1995) was the most for-
gotten of the Vertigo characters when she was
revived. Debuting in Adventure Comics #428
(August 1973), she was a superstrong flying woman
whose identity and origin remained a mystery. Neil
Gaiman revived her in 1988 for a miniseries paint-
ed by Dave McKean, in which her origins were
revealed, and Batman guest-starred. A short-lived
Vertigo series debuted in September 1993, and
lasted until June 1995.
Doom Patrol (1987-1995) was initially the
most famous of the Vertigo-to-be titles, based as it
was on a 1963 superhero team of adventurers —
giantess Elasti-Girl, radioactive Negative Man, brain-
in-a-metal-body Robotman, and wheelchair-bound
genius the Chief— from the pages of My Greatest
Adventure and their own title. The series was
revived in 1987 with a partially new cast of super-
characters, but with issue #19 (February 1989),
writer Grant Morrison arrived to make things more
unusual. The Doom Patrol had been called comics'
strangest heroes, and Morrison upped that ante,
turning Negative Man into the hermaphroditic
Rebis, and adding in multiple-personality heroine
Crazy Jane, monkey-faced girl Dorothy Spinner (who
could bring things from her imagination to life), and
Danny the Street, a sentient transvestite street that
could teleport! Morrison's run included villains such
as the Scissor Men, the Brotherhood of Dada, and
the anagram-speaking men from N.O.W.H.E.R.E.
Morrison left with Doom Patrol #63 (January 1993),
and new writer Rachel Pollack took over with the
first Vertigo issue, #64 (March 1993). Pollack con-
tinued the surrealistic tone that Morrison had by
now made infamous with readers.
Shade the Changing Man (1990-1996) was a
strange Steve Ditko-created concept from 1977, in
which an other-dimensional alien with an illusion-pro-
jecting M-vest was on the run. After eight issues it
disappeared, but the concept was revived in 1990 by
writer Peter Milligan. As before, Rac Shade is on the
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The Vigilante
run, and his M-vest (now called a "madness vest")
helps him in his adventures as he traverses America
on a strange road trip. Shade inhabits the body of a
killer, and his companion on the trip just happens to
be the daughter of his victims. The series was surre-
alistic to begin with, and obsessed with pop culture,
and with #33's switch to Vertigo (March 1993),
Shade and friends settled down to live in a hotel that
attracted strangeness. Inventive to the end, Shade
remained more of an experimental superhero series
than a crime-fighting adventure book.
As with Shade and the others, the switch to
Vertigo, in fact, almost completely erased the super-
hero concept from most titles. Sandman Mystery
Theatre (1993-1999) told adventures of the 1940s
hero but was more pulp adventuring than flashy
costumes. Hellblazer (1988-present) was a Swamp
Thing spin-off about chain-smoking magician John
Constantine and his brushes with the occult; it was
released as a 2004 film starring Keanu Reeves in
the title role. The Books of Magic (1990-1991 and
1994-2000) detail the adventures of bespectacled
British pre-teen magician-to-be Timothy Hunter (to
whom the later Harry Potter bears a striking resem-
blance); Hunter was mentored by DC occult heroes
such as the Phantom Stranger, Mr. E, Constantine,
and Dr. Occult. Kid Eternity (1991 and 1993-1994)
revived a 1946 Quality Comics adolescent who
could summon historic heroes to help him; the
series updated him to be a bitter adult whose sum-
monings brought demons instead.
Although Vertigo remains one of DCs most pop-
ular imprints, the stories have become less and less
connected to the realm of superheroes as time has
passed. To name two of the most talked-about
series since the line's earlier reinvented-superhero
days, psychedelic adventures filled the pages of The
Invisibles, while Preacher presented a man, who can
channel the voice of God, sharing adventures with
his girlfriend and a redneck vampire. But two con-
stants have remained since Vertigo's founding: Many
of the writers are British, and all of the books are as
off-kilter as the imprint's name suggests. — AM
The tigflante
It will probably surprise even the most devoted
comics fans to learn that one of the longest-lasting
heroes of the Golden Age of comics (1938-1954)
was not Captain America, the Flash, or the Green
Lantern, but the Vigilante. This character was a
backup feature in Action Comics from late 1941
(issue #42) onward, created by legendary DC editor
Mort Weisinger and pioneering artist Mort Meskin.
The first adventure relates how Sheriff Sanders is
gunned down by a band of outlaws led by one Judas
Priest, in the dying days of the Old West. Vowing
vengeance, his son Greg Sanders systematically
hunts down the killers, one by one, and decides to
become a permanent "vigilante." Sanders soon
becomes a successful country singer with his own
radio show but, by donning a blue cowboy costume
topped off with a white Stetson and a red scarf to
cover his mouth, the "Prairie Troubadour" becomes
the crime fighter known as the Vigilante.
In one of his earliest tales, the Vigilante came
upon a crime scene in Chinatown, where a young
boy's parents had been killed by gangsters. Our
hero quickly decided to adopt the lad — seemingly
known only as "Stuff" — as his ward and crime-fight-
ing partner. It is worth noting, incidentally, that
"Stuff" was the first significant Asian hero in
comics history. The strip was in many ways an
updated Western, with Greg Sanders and Stuff
roaming the country from one radio show or concert
to the next, invariably coming across wrongdoers
wherever they went. The Vigilante rode a motorcycle
rather than a horse, but relied on his lariat or six-
guns to get him out of trouble. In more traditional
superhero manner, he built up a stable of his own
arch-villains, including the Fiddler, Dictionary, and
the murderous, top-hatted midget, the Dummy.
The Vigilante strip had barely started before
the character was recruited to the ranks of DCs
second superhero group, the Seven Soldiers of Vic-
tory (in Leading Comics #1-#14 from 1941 to
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The Vigilante
1945), along with the Star-Spangled Kid, Stripsey,
Green Arrow, Speedy, the Shining Knight, and the
Crimson Avenger. The team was relatively short-
lived, which perhaps indicates that the chief appeal
of the Vigilante strip was its punchy brevity.
Weisinger came from the pulps and had a real gift
for packing his short, ten-page stories with both
action and plot, and his strip was usually a highly
entertaining read. Meskin was one of comics' first
superstar artists, with a true talent for movement,
and his artwork really flew off the page.
By the 1950s, Greg Sanders had moved onto
television and his Vigilante alter ego had acquired a
very modern-looking, jet-powered "vigi-cycle." The
strips were still well written and stylishly drawn (by
Flash Gordon artist Dan Barry, among others) but in
late 1954, after over 150 episodes, the strip was
finally laid to rest, a victim of Action Comics cutting
its page count. The character was reintroduced to
comics readers years later in a 1970 issue of Jus-
tice League of America; it seems that he had simply
been in temporary retirement. A few new, well-craft-
ed strips slipped out later in the decade, in the
pages of Adventure Comics and World's Finest,
revealing a strangely ageless Sanders still plying
his trade on the concert circuit. The last of these
stories (which appeared in World's Finest #248 in
1978) killed off the unfortunate Stuff (now a grown
man) and introduced his son, Stuff Jr., who was last
seen riding off into the sunset with the Vigilante.
In 1995, the Vigilante was finally given his own
comic — albeit only a four-issue miniseries —
although this featured an "untold" tale from the
1940s rather than a new set of contemporary sto-
ries. In the interim, another, wholly different Vigi-
lante had risen from the pages of the Teen Titans
and enjoyed a degree of success in his own self-
titled mid-1980s comic. This character was Adrian
Chase, an ex-district attorney by day and a ruthless
killer by night, hunting down the criminals whom the
law could not touch ("It's time for the little man to
win"). This Vigilante was one of numerous so-called
anti-heroes who sprang up in the wake of Marvel's
Punisher, but many readers would prefer to remem-
ber the gentler, more heroic singing cowboy of the
1940s. — DAR
tfVb
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Warbird: See Ms. Marvel
TbeVtasp
The Wasp has spent most of her long comics career
in the shadow of her (sometime) husband, Hank
Pym/Ant-Man, but as a member of the Avengers
she has become one of Marvel's more resilient and
enduring stars. Whereas companies such as DC
Comics and Fawcett had a history of female part-
ners to male superheroes — in the form of such
heroines as Hawkgirl and Bulletgirl — Marvel had
never created a major one of its own until the
advent of the Wasp. She was introduced in Tales to
Astonish #44 (1963) to pep up the Ant-Man strip,
which had become somewhat moribund barely a
year into its existence. In the tradition of Robin,
Bucky, Kitten et al., creators Stan Lee and Jack
Kirby felt that their hero needed someone to talk
to — and occasionally rescue.
In the strip itself, the driven, obsessive scientist
Hank Pym is feeling the need for a partner, too, and
is experimenting with wasp cells, just in case some-
one promising comes along. Cue fellow scientist Dr.
Vernon Van Dyne, looking for help in contacting alien
life, and his beautiful but bored young daughter,
Janet. Inevitably, Dr. Van Dyne falls prey to the first
alien life form that he connects with — an escaped
convict from the planet Kosmos, who kills the poor
doctor merely by looking at him. Investigating the
crime scene, Ant-Man is struck by Janet's steely
determination to avenge her father's death, and then
and there offers her the chance to be his partner in
crime fighting. Pym implants his willing victim with
bioengineered wasp cells just below her skin, and
finds that, when she shrinks down to wasp size (with
the help of his shrinking potions), she sprouts wings
from her back. Fashioning her with a nifty costume,
complete with pointy cap, antennae, and wrist
stingers, Pym flies off into battle along with Janet
(now christened the Wasp), defeating the evil mon-
ster. The Wasp thereupon falls head-over-heels in
love with her knight in tiny armor.
For the next couple of years, the Wasp shared
Ant-Man's adventures in Tales to Astonish and the
newly formed Avengers (of which she was a found-
ing member), mixing crime fighting with domestic
bliss and countless shopping expeditions at fiance
Pym's side. While usually portrayed as a pluckily
fearless combatant, albeit not a powerful one, the
Wasp was rather clearly a pre-women's lib heroine
and was forever fixing her hair and nails between
her perpetual costume changes. Following a year's
sabbatical from the Avengers in 1965, and the can-
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Watchmen
cellation of their strip in Tales to Astonish, Pym
(now known as Giant-Man/Goliath) and Van Dyne
returned to active membership in the group and
were mainstays for the rest of the decade. In issue
#60 they married while Pym was undergoing a psy-
chotic episode in the guise of Yellowjacket; clearly,
Van Dyne was not going to let a little thing like mad-
ness come between her and her man.
By 1970 the couple's domesticity was perhaps
wearing a little thin with readers and they left the
team, next surfacing in a short Ant-Man series in
Marvel Feature (issue #4-#10 in 1972), which saw
the unfortunate Wasp temporarily turn into a horrific
wasp/girl creature. The late 1970s were a kinder
period for the Wasp, as she and Pym (back in his
Yellowjacket guise) re-entered the Avengers. When
her husband left again a few years later, the Wasp
stayed, asserting her independence for pretty much
the first time. The 1980s were a traumatic decade
for the pair, as Pym's constant working and mental
instability led to his assaulting her. His subsequent
fall from grace (The Avengers #213) culminated in
divorce (possibly a first for comics). Perhaps in
response to this, the Wasp became a stronger char-
acter, going on to chair the Avengers for a number
of years and taking a prominent role in the popular
Secret Wars series in 1984; this rather implausibly
saw the Wasp defeat the X-Men single-handedly.
Later in the decade, the Wasp transferred to the
West Coast Avengers title for a couple of years, and
enjoyed a reconciliation with the semi-retired Pym.
As the 1990s progressed, the Wasp (with Pym,
initially as Giant-Man once more) rejoined the main
Avengers title and settled back into being a team
member again. There have been the occasional set-
backs — losing her powers and once more trans-
forming into a hideous insect creature, for
instance — but Marvel's writers have clearly appreci-
ated the character's resilience, consistently promot-
ing her as an assertive heroine. With the exception
of a short-lived backup feature in Tales to Astonish
(which merely involved her narrating old mystery
stories), the Wasp had never starred in her own
comic, and indeed might not have had the depth to
support one. Nevertheless, she has contributed to
making The Avengers one of Marvel's top comics,
and with any luck will continue to appear in that title
for years to come. — DAR
Watchmen
The year 1986 was a momentous one for both DC
Comics and the comics industry as a whole, thanks
to the release of the four-issue miniseries Batman:
The Dark Knight Returns and the twelve-part Watch-
men, which sold in enormous numbers and attract-
ed unheard-of critical acclaim. Watchmen was the
brainchild of the British creative team of writer Alan
Moore and artist Dave Gibbons, who were estab-
lished stars in their home country and were already
beginning to make an impact in the United States.
The original plan was to produce a twelve-issue
miniseries using the Charlton Comics line of super-
heroes that DC had just licensed, but Moore's radi-
cal reworking was deemed too controversial (and
too terminal in some cases), so the decision was
made to create a miniseries using an all-new cast,
set in a separate, subtly different world. Watchmen
heroes borrow from the Charlton cast, however; for
example, hero Rorschach is based on Charlton's
the Question. Watchmen ran for twelve issues from
September 1986 to October 1987.
Moore's script was set in a parallel universe
from the early 1940s to the mid-1980s. Opening with
a murder mystery and closing with a thwarted nuclear
holocaust, Watchmen posited what it would be like if
superheroes were real, how they would affect the
world around them, and how everyday people would
react to them. Moore created a world previously
unexplored: superheroes who were morally ambiva-
lent. What set Watchmen apart from typical super-
hero comics of the day was the insight of Moore's
scripting — though Gibbons' elegant, detailed artwork
made an enormous contribution as well. Moore craft-
ed a complex story with layers of meaning and depth
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of characterization never before seen in the super-
hero genre, drawing heavily on irony, symbolism, and
multiple perspectives to tell his tale. Meant "to be
read on a number of levels," according to Moore, "dif-
ferent little threads of continuity are effectively telling
the same story from different angles."
In many respects, Watchmen was effectively the
first postmodern superhero comic, examining the
motivations, foibles, and desires that might drive
people to don garish costumes and risk their lives
each time they went on patrol. When describing his
hero Rorschach, Moore admitted he "was to a
degree intended to be a comment upon the vigilante
super hero, because I have problems with that
notion. I wanted to try and show readers that the
obsessed vigilante would not necessarily be a play-
boy living in a giant Batcave under a mansion. He'd
probably be a very lonely and almost dysfunctional
guy in some ways." The series asked the question, If
you had immense power, how would you use it? In
the case of the sadistic Comedian and the sociopath
Rorschach, power amplified and fed the characters'
natural violence. For Dr. Manhattan — a being with
almost limitless powers — it led to a growing isolation
and indifference toward both his girlfriend (the reluc-
tant superheroine Laurie Juspeczyk, a.k.a. Silk Spec-
tre) and his fellow men; this alienation was well
demonstrated by his move to Mars. For the
"smartest man alive," Ozymandias, power forced on
him the messianic role of the world's savior; indeed,
in the series' denouement, he does prevent an
impending apocalypse, albeit in a shocking way.
Watchmen was very much a product of its
time, set against the background of the cold war
and the ever-present real-life threat of nuclear dev-
astation, but nevertheless it is still compelling read-
ing in the twenty-first century. Within a year of the
series' completion, it was released as a book and,
multiple printings later, is still in print in 2004.
Together with The Dark Knight Returns, it laid the
foundations for the graphic novel explosion and the
massive growth of book collections that have trans-
formed the industry. It also prompted the release of
Watchmen #8 © 1987 DC Comics.
COVER ART BY DAVE GIBBONS.
Watchmen posters, portfolios, badges, and T-shirts.
There have been persistent rumors of a film, though
the comic's complexity is probably too daunting for
a motion picture to come to fruition, the critic Dou-
glas Wolk insightfully noting in 2003 that "Watch-
men ... has been notoriously resistant to attempts
to adapt it into a workable screenplay: its narrative
about aging superheroes and nuclear panic is so
deeply rooted in the comics form that it could no
more be filmed than, say, Citizen Kane could be
adapted into a novel."
Moore and Gibbons became instant celebrities
and still enjoy enormous popularity in the field,
though both have refused all requests for a sequel,
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Watson, Mary Jane
preferring to let the original comic stand on its own.
In its wake, however, Watchmen has inspired such
series as Kurt Busiek's Astro City, Alex Ross and
Mark Waid's Kingdom Come, and countless other
comics. Indeed, the Watchmen's deconstruction of
the superhero myth was so seductive that it had a
profound impact on the industry as a whole. — DAR
Watson,
Mary Jane
Aside from Peter Parker (Spider-Man)'s indefatigable
Aunt May, the woman with the most long-term signifi-
cance in the life of Spider-Man is undoubtedly Mary
Jane Watson. Though she is by no means the web-
spinner's first serious romantic interest — that honor
belongs to the late, lamented Gwen Stacy — Wat-
son's on-again/off-again relationship with Parker rep-
resents the hero's most serious love affair. After sev-
eral teasing cameo appearances in which she is
either "off-panel" (Parker's Aunt May and Watson's
custodial Aunt Anna Watson are determined to intro-
duce their respective teenage charges to one anoth-
er) or is depicted with her face obscured, Watson
(often referred to simply as MJ) was finally unveiled
in 1966 to an eager comics audience in Amazing
Spider-Man (vol. 1 #42), the creation of editor-
scripter Stan Lee and plotter-artist John Romita, Sr.
MJ quickly assumes far more importance
among Spider-Man's dramatis personae than her
creators could foresee, according to Lee: "Johnny
[Romita] and I always planned for Peter to be in love
with gorgeous Gwen and one day end up marrying
her. But somehow, Mary Jane was the one who
seemed to come alive on the page. She crackled
with energy, excitement, sex appeal. Much as we
tried, we couldn't make Gwen as appealing as MJ."
From the start, MJ — who works as a go-go dancer
and fashion model — is the epitome of the devil-may-
care 1960s "party girl," her flame-topped sex
appeal and innocent hedonism embodying the zeit-
geist of the era and making an indelible impression
on generations of male Spider-fans. Unlike other
significant others to superheroes, MJ was never a
fawning, demure figure who existed only to be res-
cued, and her first scene-stealing words to Peter
Parker have attained four-color immortality: "Face it,
Tiger ... you just hit the jackpot!" Although Parker is
already seriously dating Stacy at the time, he is
immediately smitten after his initial encounter with
MJ, who soon becomes the girlfriend of Harry
Osborn, Parker's college roommate.
MJ's relationship with Osborn doesn't last,
however; she breaks up with him in 1971 shortly
before a drug habit threatens to ruin his life. During
the months following Gwen's murder by the Green
Goblin in 1973, MJ offers the grieving Parker her
sympathy, only to be rebuffed. Despite their mutual
attraction, both MJ and Parker remain reticent
about getting seriously involved with each other for
the next several years. But with the inevitability of
gravity, the two are eventually drawn together; MJ,
whose fun-loving attitude masks her dysfunctional
upbringing in an alcoholic home, is apparently both
attracted to and frightened by Parker's responsibili-
ty-driven stability, while MJ's "party girl" persona
represents to Parker an irresistible sense of free-
dom that he typically can experience only while in
wise-cracking, slam-bang action as Spider-Man.
Parker finally "pops the question" to MJ in 1978
(Amazing Spider-Man vol. 1 #182); she returns his
proffered engagement ring one issue later, explaining
that her "free spirit" approach to life won't allow her
to settle down with just one man. Afterward, MJ dis-
appears from Spidey's life for several years (to the
immense disappointment of legions of male fans),
leaving Parker dating women such as the plain-vanilla
doormat Debra Whitman and Felicia Hardy, the excit-
ing-yet-dangerous erstwhile second-story woman also
known as the Black Cat.
But MJ's estrangement from Parker clearly was-
n't meant to last; she returned in 1983 (Amazing
Spider-Man vol. 1 #242), having lost none of her
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Watson, Mary Jane
visual sex appeal under the artistic ministrations of
John Romita Jr., the son of the first illustrator to
bring her to life on the printed page. MJ and Parker
quickly recover their earlier intimacy, growing close
enough to prompt her to confide that she has known
his secret dual identity for a long time, and to reveal
the uncomfortable details of her dysfunctional
upbringing. Despite their renewed attachment, Park-
er dithers for a few more years before again propos-
ing marriage. She refuses an issue later, but
changes her mind the issue after that; the wedding
takes place shortly thereafter in 1987 (Amazing Spi-
der-Man Annual #21), followed by a (decidedly G-
Rated) honeymoon (Spectacular Spider-Man Annual
#7) and domestic bliss in an apartment owned by
old friend (and sometime supervillain) Harry Osborn.
Reflecting the 1980s and its preoccupation with
success and stability, the 1960s "party girl" had at
last matured and settled down.
But as longtime readers — and those old
enough to remember the late Stacy — are well
aware, Spider-Man's milieu is all too frequently
incompatible with "happily-ever-afters." About a year
after setting up the new Parker-Watson household,
Mary Jane is briefly abducted by a wealthy stalker
named Jonathan Caesar, who — in spite of being
captured and imprisoned — manages to freeze MJ
out of the modeling business. A survivor by long
habit, MJ (whose visible likeness often resembles a
Melrose Place cast member more than a 1960s
icon) subsequently realizes her lifelong dream of
acting by landing a role on a daytime soap called
Secret Hospital. Again paralleling society as a
whole, by the late 1980s and early 1990s the hip-
pie "party girl" continues her maturation into a
career-oriented "material girl" who might teach
Madonna a thing or two about success. Despite her
professional accomplishments, life continues to be
complicated for MJ, including a terrifying run-in with
the insane, spider-powered villain Venom; a brief
almost-affair with a soap-opera colleague; the tem-
porary return of her old smoking habit; and the reve-
lation (later proved false) that her husband was a
mere clone of the "real" Peter Parker. Throughout
the latter half of the 1990s, MJ feels herself grow-
ing increasingly restive about being married to a
danger-loving superhero, a situation analogous to
being the wife of a police officer.
Following the resolution to the above-men-
tioned "clone saga" of the mid-1990s, MJ becomes
pregnant, prompting Parker's brief retirement from
crime-fighting; the expectant couple relocates to
Seattle, Washington, in search of a "normal" exis-
tence. This respite from danger turns out to be
short-lived, ended by the return of the original Green
Goblin and MJ's apparent miscarriage, though the
child (named May, after Parker's aunt) appears to
have been abducted by an operative of the Green
Goblin. MJ and Parker subsequently seek counsel-
ing to save their marriage, which later becomes
strained both by MJ's increasingly successful return
to modeling and by yet another broken promise by
Parker to hang up his webs forever. MJ is menaced
by yet another stalker, who apparently causes her
death in a plane crash in 2000. Spidey later learns
that the stalker has actually captured MJ, and res-
cues her; too traumatized by the incident to contin-
ue living a life of danger at Parker's side, MJ leaves
and the couple separates in 2001. Though their
future together remains up in the air, MJ continues
to miss Parker.
Over in the best-selling, youth-oriented Ultimate
Spider-Man comic the couple (or a teenage parallel-
universe version of them) remain together as high-
school sweethearts (with MJ already aware of Park-
er's double life), and in the Spider-Man film fran-
chise the romance has barely begun, while in the
long-running Spider-Girl title, which extends the ear-
lier storyline of the Parkers as parents, MJ and
Peter remain happily married, middle-aged subur-
banites with a crime-fighting daughter carrying on
the family business. MJ's popularity was also
shown by her starring role in a prose novel for
young adults, Mary Jane by Judith O'Brien, in 2003.
Clearly, whatever becomes of the famous Spidey-MJ
relationship, it is certain that Mary Jane Watson will
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WildC.A.T.S
have an enormous effect on Spider-Man's life (and
on his readers) for many years to come. — MAM
VMdCAXS
Brought together by the multi-billionaire Lord Emp
and the mysterious Void, a group of humans, half-
humans, and alien Kherubim warriors protect Earth
against the host-possessing aliens known as Dae-
monites. Emp's group, WildC.A.T.S, is a Covert
Action Team, and its members include Spartan,
Zealot, Maul, Voodoo, Grifter, and Warblade. Millen-
nia ago, the warring Kherubim and Daemonites
crashed on Earth, and their battle continues to this
day. Now, the WildC.A.T.S will end the Daemonite
threat or die trying.
Lord Emp (Jacob Marlowe) was a diminutive
homeless man until Void helped him learn his true
identity as a powerful Kherubim warrior who had
lost his way. Becoming rich and founding HALO, Inc.
in New York City, Emp worked with Void to gather
the WildC.A.T.S team. Void (Adrianna Terishkova) is
the silver-skinned manifestation of a dead Russian
cosmonaut, combined with the Void essence which
traveled back in time both to warn Marlowe about
the Kherubim/Daemonite conflict, and to help him
assemble the WildC.A.T.S team. Her computer-like
mind, teleportation and telekinetic powers, and lim-
ited knowledge of future events are invaluable.
Spartan (Hadrian 7) is actually the soul and
memories of a dying Kherubim warrior that has
been transplanted into the body of a superstrong
cyborg by Void and Marlowe. He can fire biomolecu-
lar blasts through his hands, and create plasma
shields, and his Central Processing Unit can be
downloaded into other bodies, making him nearly
unkillable. Zealot is a thousand-year-old Kherubin
warrior who is an extraordinarily skilled fighter in the
Coda techniques developed by a group of female
warriors. She uses her weapons, including the Clef
Blade, against the Daemonites.
Maul (Jeremy Stone) is the brilliant son of an
archeologist who was really a "Gifted One"/cross-
breed: part-human, part-Daemonite. He can grow to
immense sizes, but his intelligence and self-control
wane the larger he gets. Voodoo (Priscilla Kitaen) is
another crossbreed, and was once an exotic dancer.
The curvaceous heroine can recognize Daemonites
in any form, and can fire mental energies from the
focal jewel she wears on her forehead.
Grifter (Cole Cash) is one of the most popular
members of the team. With no real superpowers,
this ex-con man and intelligence operative has
turned his life around as a hero, using his uncanny
marksmanship and Coda-trained fighting skills to
right wrongs. Green-haired Warblade (Reno Bryce) is
a computer-programming crossbreed who can
morph his hands into metal claws or other razor-
sharp devices.
In their war against the Daemonites, the
WildC.A.T.S have used a warplane known as MIRV
(Multi-purpose Intercept/Reconnaissance Vehicle).
They have also allied themselves with other heroes,
including 1960s hero Mr. Majestic, the tactical
response team Black Razors, the StormWatch
team, gay techno-whiz Noir, Gen 13, and Zealot's
sister, Savant. Villains they have faced include Coda
assassin Artemis; four-armed Daemonite enforcer
Karillion; body-stealing Dockwell and the other Dae-
monites (whose real appearance is somewhat rep-
tilian); shape-changer Mr. White; the sorceress
Tapestry; and Lord Hellspont, the flame-headed
telekinetic leader of the Daemonites.
In early 1992, a sextet of extremely popular
artists left their books at Marvel Comics en masse,
and formed their own independent comic book com-
pany, Image Comics. One of the most popular of the
group was Jim Lee, ex-artist of Alpha Flight, Wolver-
ine, Punisher, and X-Men. He released his first
book, WildC.A.T.S in August 1992, providing the art
and co-writing with Brandon Choi. Despite plots that
were difficult to follow, the series was a success.
Fifty issues and an annual were produced by Lee's
Image imprint, WildStorm Productions, before the
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WildStorm Heroes
WILDC.A. T.S: Covert Action Teams #1 <
COVER ART BY JIM LEE AND BRANDON CHOI.
1992 Jim Lee.
series was canceled in June 1998; although Lee
had quit producing the art, some issues were writ-
ten by star author Alan Moore, and detailed artist
Travis Charest provided a vigorous follow-up for Lee.
The second Wildcats series dropped the
acronym and periods in its title, debuting in March
1999, after DC Comics bought the WildStorm line.
Twenty-eight issues and an annual were published
and the series was again retired in September
2001. A third series, Wildcats Version 3.0, debuted
in October 2002. In this latter series, a retired Spar-
tan heads a multinational company called the Halo
Corporation, and deals with the power such a group
can wield, for evil or good.
In addition to the regular WildC.A.T.S series,
numerous sourcebooks, specials, miniseries, and
one-shots were produced. Crossovers with other
publishers included WildC.A.T.S/Aliens (with Dark
Horse) and multiple WildCA.T.S/X-Men stories (with
Marvel). Spin-off series were also produced, includ-
ing miniseries for Grifter, Zealot, Voodoo, Backlash,
and others. In September 1994, CBS debuted Jim
Lee's WildC.A.T.S cartoon series, which lasted thir-
teen episodes and inspired an "animated style"
comic book called WildC.A.T.S Adventures that ran
for ten issues (1994-1995). Merchandising for the
various comic-book series has included action fig-
ures, T-shirts and other apparel, statues, model
kits, and more. — AM
VMdStorm Heroes
What if a coup were staged and everyone left? That
was the question asked and answered in the
comics medium in early 1992, when a sextet of
extremely popular artists left their books at Marvel
Comics en masse, and formed their own indepen-
dent comic-book company, a collective known as
Image Comics. One of the most popular of the
group was Jim Lee, ex-artist of Alpha Flight, Wolver-
ine, Punisher, and X-Men. Although his initial offer-
ings did not have a sub-imprint name, and were
copyrighted to Aegis Entertainment, Inc., the line of
books Lee and his crew oversaw eventually became
WildStorm Productions. Unlike some others of the
Image group, WildStorm Productions would be
incredibly prolific, pumping out dozens of series and
spin-offs, all in an increasingly Byzantine and inter-
connected universe.
Lee's first book, WildC.A.T.S, debuted in August
1992, and it set the backdrop of the whole Wild-
Storm universe to come. Millennia ago, the warring
Kherubim and Daemonites crashed on Earth, and
their battle continues to this day. Kherubim are
essentially good warriors, while the Daemonites are
reptilian creatures that can take over human host
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Wolverine
bodies for their nefarious plans. Almost every char-
acter that appeared in WildStorm books was some-
how related to Kherubim or Daemonites. Those that
weren't outright aliens themselves were often half-
human crossbreeds, or they were created to fight
them or join them. The other cohesive factor of the
WildStorm universe was a vaguely sinister secret
United States government organization known as
International Operations — or I/O — which dabbled in
covert special operative teams; bioengineering
superhumans with the Gen Factor; and the study of
psionics and quantum mechanics.
Besides WildC.A.T.S and its various spin-offs —
Voodoo, Zealot, Grifter, Warblade, and others — Wild-
Storm had special operative books that combined
crime, war, and superheroes in one package. These
included Deathblow, about an elite gun-wielding
anti-hero; Team 7, about the special ops team that
does the government's dirty work; and Wetworks,
about a group of symbiotically armored operatives
who combat the vampire nation. Gen 13 was origi-
nally one of the most popular WildStorm titles,
detailing the adventures of a group of Gen-Active
teenagers who escaped from l/O's control and
fought villains while still trying to fit into the world
as semi-normal adolescents.
Union told the adventures of an alien Protec-
torate member from the planet Aegena who is
tricked into going through an astral gate, and is now
stranded on Earth. Using his plasma energy staff
and powers of flight and strength, he sometimes
aids StormWatch. Cosmic radiation from a comet
that passed near Earth years ago has imbued many
people with unusual powers. A number of them
have banded together as the United Nations peace-
keeping force known as StormWatch. A later incar-
nation of StormWatch led to the realignment of the
team for a book known as The Authority.
Periodically, imprint-wide crossovers in the Wild-
Storm universe — "WildStorm Rising," "Fire from
Heaven" — shook up the status quo of the various
books, resulting in cast changes, power changes,
and deaths. The company tried to change with the
times as well. Though it had been an early instigator
of multiple covers and variant editions, it slacked off
those marketing gimmicks by the end of the century.
It also tried new ideas editorially, resulting in such
experimental series as Planetary, with its intricate
storylines about "mystery archeologists" who uncov-
er the secrets of the world, many of them involving
familiar superhumans of the twentieth century. Wild-
Storm also partnered with superstar writer Alan
Moore to create a new sub-imprint known as Ameri-
ca's Best Comics (ABC), an ironic sobriquet given
that they were created by an Englishman.
In early 1999, DC Comics bought WildStorm
and all of its properties. Over the following year,
several of the superhero series ended, then were
relaunched with new directions and new creative
teams. Although the WildStorm offices stayed in
California, the imprint now had the selling power of
DC Comics, and by extension, the AOL Time-Warner
media conglomerate. Today, founder Jim Lee still
does a comic every now and then for WildStorm,
but the diverse line enjoys success with a very big
brother backing it up. — AM
Vfolvevim
The most popular member of the mutant X-Men
team, the claw-bearing Wolverine is "the best there
is at what he does," according to him, but what he
does isn't pretty ... just pretty violent. A grumpy
loner by nature, Wolverine is short, extremely hairy,
and possesses a combination of mutant powers
and scientific enhancements. His past has been —
until the 2000s — shrouded in mystery, with false
implanted memories and a century-plus lifespan
complicating matters.
Introduced in The Incredible Hulk #180-#182
(October-December 1974), Wolverine was created
by writer Len Wein at the behest of Marvel's then
editor-in-chief Roy Thomas, who wanted a Canadian
hero to bring in more north-of-the-border sales
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Wolverine
potential. Although artist Herb Trimpe drew the Hulk
stories, it was Marvel art director John Romita Sr.
who designed the costume and clawed look of
Wolverine. The yellow-and-blue costume didn't
exactly remind readers of the ferocious woodland
animal, but the trio of claws Wolverine could pop
out of the back of each hand (with a "snikt" sound
effect each time), and the character's surly, violent
attitude, made him stand out from other new
heroes of the time.
As would eventually be shown, Wolverine is a
dangerous loner in the tradition of the Western anti-
hero; he has no compunctions about killing, and
treats the helpless well as long as they don't give
him a tougher time. He is, in short, Clint Eastwood
with tights and claws. Unlike many traditional
heroes, Wolverine is flawed, but it is his battles with
those flaws — and an occasional "giving in" to his
nastier impulses — that make him a popular charac-
ter, especially among male fans.
Wolverine was soon transferred to the pages of
the revitalized X-Men series with Giant-Size X-Men
#1 (Summer 1975), where he stayed in the back-
ground until artist John Byrne came onboard to
work with writer Chris Claremont (X-Men #108,
December 1977). Claremont and Byrne soon devel-
oped the scrappy character further, revealing that
his mutant powers included tracking abilities, plus a
healing factor that also slowed his growth; those
powers had enabled him to survive an as-yet unex-
plained process whereby his entire skeleton had
been coated in the Marvel Comics uber-metal
known as adamantium. The creators also showed
that he had previously been a Canadian operative
of Department H, and that he had worked with the
Canadian supergroup Alpha Flight. Wolverine devel-
oped a crush on red-headed teammate Jean Grey,
although he eventually fell in love with a Japanese
woman known as Lady Mariko Yashida. Even as he
found love, though, Wolverine still batted to control
the violent "berserker rages" that threatened to
break out of his unconscious and turn deadly for
those near him.
Wolverine #27 © 1990 Marvel Comics.
COVER ART BY JIM LEE.
The Japanese connection was explored further
with the first Wolverine miniseries in 1982, in a
much-lauded story by Claremont and artist Frank
Miller. It was clear that Wolverine — whose name
had already been revealed to be Logan, and whose
costume had been changed to a more animalistic
brown and tan — had experienced both martial arts
and samurai training in his past. In November
1988, Wolverine was awarded his own regular
monthly series, at which point the character spent
more time on the Pacific island of Madripoor, run-
ning a bar while disguised as a ruffian known as
"Patch." The anthology series Marvel Comics Pre-
sents debuted in September 1988, featuring a
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Wonder Warthog
Wolverine serialized story in almost every issue.
The most famous of those serials — a story known
as "Weapon X" — ran in issues #73-#84
(March-September 1991). This story showed the
experiments by which Wolverine's skeleton was cov-
ered with adamantium.
Bits and pieces of Wolverine's mysterious past
were doled out throughout the 1980s and 1990s,
but while many things were established as facts,
others were shown to be falsified memory implants.
It was clear that Wolverine had fought in the 1937
Spanish Civil War, and that he had also fought
alongside Captain America and others during World
War II, but he seemed older than that. His frequent
foe Sabertooth (alternately spelled Sabretooth),
another feral animalistic fighter, was perhaps
Logan's father, brother, or teammate, depending on
which story fans read.
In X-Men #25 (vol. 2, October 1993), the
mutant villain Magneto forcibly removed the
adamantium from Wolverine's skeleton and claws;
the anti-hero struggled without his indestructible
skeleton, but used the bone-claws that jutted from
the backs of his hands just as effectively. The villain
Apocalypse eventually re-bonded adamantium to
Wolverine's bones. Still a loner, Logan has taken
time out of his brooding, violent solo adventures to
mentor some of the younger X-Men members such
as Jubilee, Kitty Pryde, and others. He's also contin-
ued his pursuit of Jean Grey, much to the frustration
of Grey's boyfriend, Scott Summers (better known
as fellow X-Men member Cyclops).
Almost thirty years after he first appeared, the
backstory for Logan was finally revealed in the six-
part Origin miniseries (November 2001-April
2002), which was set near the end of the nine-
teenth century. Born James Howlett in Alberta,
Canada, he is the sickly heir to a fortune. With a
completely withdrawn mother and a busy father,
James is cared for largely by a hired playmate, a
red-haired girl named Rose. James has a peculiar
relationship with "Dog," the rough-hewn son of the
wild-haired family gardener, Thomas Logan, but as
time wears on, the relationship spoils. After the gar-
dener kills James' father, bony claws protrude from
young James' hands for the first time, resulting in
the death of Thomas (and leading to the suicide of
James' mother). To save him from further trauma,
Rose takes James to a mining colony to grow up,
giving him the name Logan. As he enters puberty,
James' mutant powers begin to manifest them-
selves more, but a later confrontation with the now-
feral adult "Dog" leads to tragedy.
While Origin gave the foundation for Wolver-
ine's past — including the fact that his healing ability
helps to block out memories and mental trauma as
well as heal physical wounds — many more ques-
tions remained to be answered. Did Dog become
Sabertooth? How did Logan become involved with
the CIA, covert operations, military forces, and
samurai over the next several decades? The Marvel
Comics writers and artists will have plenty of time
to tell these stories; Wolverine and X-Men remain
among their most popular titles, and guest-appear-
ances by the scrappy Canadian furball guarantee
strong sales in any comic. Multiple "alternate
future" titles have postulated that Logan will be one
of the last survivors among Marvel's heroic pan-
theon as well. Finally, the popularity of Wolverine in
the X-Men feature films and animated series, as
well as action figures and other merchandising,
means that Logan's claws will be popping out for
many years to come. — AM
Vfotider V/aiUwg
The idea of the humorous superhero dates back to
the 1940s, with characters like the original Red Tor-
nado and Superduperman of MAD magazine fame,
but Wonder Warthog became the first regularly pub-
lished superhero satire strip. Legend has it that
Texas cartoonist Gilbert Shelton thought up the
character while strolling down New York City's
Avenue of the Americas in 1961; he certainly
unleashed him on an unsuspecting audience early
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Wonder Woman
the next year, in the off-campus humor magazine
Bacchanal. Wonder Warthog, or the "Hog of Steel"
(and sometimes the "Pig of Tomorrow") as he was
also known, was an eight-feet-tall, 900-pound fight-
ing machine of sinew and muscle, clad in a dashing
red and green costume. Like another well-known
crime fighter, he had a secret identity as a mild-
mannered reporter, in this case Philbert Desanex of
the Muthalode Morning Mungpie. He was similarly
an alien, cast out of his planet Uranus to find
refuge on Earth, though unlike Superman he suf-
fered from one unfortunate deficiency: He was a
hideous giant pig with an attitude problem.
Surprisingly, this most unprepossessing super-
hero began to gather a feverish fan base as he
appeared throughout the early 1960s in college
magazines and newspapers such as Yahoo, The
Charlatan, and The Ranger. As its fame spread, the
strip was soon picked up by the national satire mag-
azine Help!, while T-shirts, posters, and rave
reviews in Mademoiselle and Esquire helped make
the strip one of the era's hippest comics. Following
the sad demise of Help!, the strip soon found a reg-
ular berth in the cult magazine Drag Cartoons. What
the fans were picking up on was the fact that Shel-
ton was a terrific cartoonist with a gift for wickedly
funny writing. It also helped that the strip special-
ized in the lamest villains in history, including Pie
Man, Superhypnotist, Psuper Psychiatrist, the
Zymotic Zookeeper, and Superfool.
After two years of success in Drag Cartoons,
publisher Pete Miller decided to give the hog his
own comic, and the first issue appeared in 1967.
As early as 1962, Shelton had used the strip to sat-
irize more controversial subjects, such as segrega-
tion in Alabama, and he continued that in Wonder
Warthog magazine. Unfortunately, the world was not
ready for strips about a bare-knuckle-fighting Lyndon
Johnson, drug pushers in the ghetto, Vietnam, and
the Mafia, and the title sold barely one-third of its
print run, bringing down Miller's publishing empire
along with it. A chastened Shelton briefly turned to
drawing music posters before a copy of R. Crumbs'
legendary Zap Comix inspired him to publish on his
own, and he became one of the growing band of
underground cartoonists.
His comic, Feds 'n' Heds, introduced a new
creation, the Fabulous Furry Freak Brothers, and
featured a new Wonder Warthog strip in which the
Hog of Steel travels to San Francisco and meets
Janis Joplin. Now something of a counterculture
star, the Hog turned up in such "family favorites" as
Radical Amerika Comix, Hydrogen Bomb Funnies
(co-starring one Richard M. Nixon) and even Zap
itself. In Zap, he finally acquires a girlfriend, Lois
Lamebrain, but it was his last appearance for quite
some time. Shelton concentrated on his million-sell-
ing Freak Brothers comic until, in 1977, he brought
back the Hog for a series of great strips in Ripoff
Comix. Stories such as the Pig of Tomorrow's
attempt to become a football player and to open his
own superhero school showed that he was as rele-
vant in the 1970s as ever, but sadly his paperback,
Wonder Warthog and the Nurds of November
(1980), was to be his swansong. With the Freak
Brothers appearing all over the world, there was
simply no time for Shelton to draw any more super-
hero strips, and so after twenty years the Hog of
Steel finally hung up his cape. — DAR
Wonder Woman
As the legend at the beginning of each story tells
readers, she is "beautiful as Aphrodite, wise as
Athena, stronger then Hercules, and swifter than
Mercury." In her patriotic costume, she has fought
the forces of evil since her 1942 debut, whether the
threat came from Nazis, aliens, super villains, the
Greek pantheon of gods, or those who would seek
to oppress womanhood. In her sixty-plus-year histo-
ry, her adventures have almost exclusively been told
by men, and yet she is one of the most recogniz-
able icons of the feminist movement. She is Won-
der Woman, Amazon princess from Paradise
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Wonder Woman #22 © 1988 DC Comics.
COVER ART BY GEORGE PEREZ.
Island/Themyscira, and the most famous super-
woman in world history.
Wonder Woman was created by psychologist
Dr. William Moulton Marston, using the pseudonym
of "Charles Moulton." Marston was a bit of a maver-
ick in the scientific community, in which he is credit-
ed as the main inventor of the lie detector test, and
in his private life, in which he lived with his wife and
another woman, and fathered children with both.
Marston had written about comics in the early
1940s, and created Wonder Woman thereafter. She
first appeared in a backup story in All-Star Comics
#8 (December 1941-January 1942), then took the
cover spot in Sensation Comics #1 (January 1942).
She proved popular enough that a second series of
her own soon appeared in summer 1942, titled
Wonder Woman.
Details of Wonder Woman's origin changed
many times over the years, but the main plot mostly
stayed the same. Air Force pilot Steve Trevor's
plane crashes on the uncharted Paradise Island,
home of the immortal Amazons. The raven-haired
Princess Diana finds Trevor and the Amazons nurse
him back to health. A tournament is held, officiated
by Queen Hippolyta, for a champion of the Amazons
to take the pilot back to "Man's World," but Diana is
forbidden to enter. Disguising herself, she engages
in the games — including the deadly "Bullets and
Bracelets" ritual — winning them and being awarded
the costume of Wonder Woman by the queen. Diana
takes Trevor back to America in her invisible plane,
and trades places with a look-alike army nurse
named Diana Prince, who needs money to join her
fiance in South America. The new Diana Prince
soon becomes Trevor's assistant, and yet he never
suspects that she is also the "beautiful angel"
Wonder Woman who constantly helps him on his
missions against spies and saboteurs.
In her first forty years of adventures, Wonder
Woman wore a red bodice with gold eagle, a blue
skirt with white stars (quickly discarded for blue
shorts with stars), red boots with a white center
stripe and upper edge, a gold belt and tiara, and
bracelets on each wrist. The bracelets could deflect
bullets or other missiles, while hanging from the
belt was a magic golden lasso, which compelled
anyone bound by it to tell the truth or obey her com-
mands. Wonder Woman had prodigious strength,
speed, and leaping abilities, and could send out
"mental radio calls" that a mental radio device
received. She was often aided in her adventures by
corpulent Etta Candy and her Holliday College soror-
ity sisters, the Holliday Girls.
Wonder Woman was popular with readers for
many reasons. For a nation engulfed in World War II,
her unwavering patriotism was welcome. Male read-
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ers enjoyed adventures with a scantily clad woman
who often was put into bondage by male or female
villains (and occasionally, by her fellow Amazons).
Critics such as Fredric Wertham would later note
that not only was Wonder Woman a lesbian fantasy
figure, but that the series was rife with bondage;
the former point would not be addressed until
1990, while the latter was not even debatable, as
almost every story Marston wrote included bondage
(sometimes called "loving submission" in the
comics). Finally, female readers liked the series
because it presented a strong and confidant
woman, who often gave lectures to others about the
strength and power of womanhood, and the need
for a strong sisterhood. In an industry wherein too
many superheroines were used as either cheese-
cake titillation or adjuncts to their more powerful
and popular male counterparts, Wonder Woman
was a leader.
Wonder Woman's villains often included women
such as Dr. Poison (Princess Maru masquerading
as a man), Baroness Paula von Gunther (a Nazi who
was later reformed by the Amazons), catlike villain-
ess the Cheetah, and female gorilla-turned-human
Giganta, as well as males like craggy war god Mars
and short misogynist Dr. Psycho. Besides her
appearances in her own two series, Wonder Woman
was a featured member of the Justice Society of
America, over in the pages of All Star Comics.
Marston wrote Wonder Woman until his death in
May 1947, with almost every adventure being drawn
by artist Harry G. Peter. Robert Khaniger succeeded
Marston as writer in 1948, but the popularity of
comics was crashing in the postwar years. The hero-
ine last appeared with the Justice Society in All Star
Comics #57 (February 1951), and was gone from
Sensation after issue #106 (November-December
1951), leaving her bimonthly series as the sole Won-
der Woman adventure source. Wonder Woman began
featuring her in stories wherein she wrote advice
columns, went to Hollywood, faced aliens and
dinosaurs, fought to protect her secret identity, and
entertained marriage proposals from monsters. Peter
was replaced by artists Ross Andru and Mike Esposi-
to, among others.
Khaniger also introduced many elements into
the mythos that mucked with established continuity,
including adventures of a younger Wonder Woman
as Wonder Girl and Wonder Tot, and featuring origins
for everything from the robot plane to her magic
tiara. Romantic suitors for the various ages of Won-
der Woman were no longer limited to Trevor, as
Khaniger added Merman/Merboy, Birdman/Bird-boy,
and even the gooey Glop. Villains tended toward the
bizarre, as in the case of the giant Chinese egg
known as Egg Fu, diminutive Mouse Man, wispy
Paper Man, or multi-legged Crimson Centipede.
Wonder Woman was a founding member of the
Justice League of America, appearing in their first
story in The Brave and the Bold #28
(February-March 1960). A few years later, Wonder
Girl joined the Teen Titans in The Brave and the Bold
#60 (June-July 1965), though this version of the
teen heroine was not a younger Wonder Woman, but
a girl named Donna Troy, whom Wonder Woman had
rescued as a baby, and who had been raised on Par-
adise Island. In 1968, Khaniger left the writing
reigns of Wonder Woman, and eventually writer
Denny O'Neil and artists Mike Sekowsky and Dick
Giordano came on board. With issue #178 (Septem-
ber-October 1968), Diana Prince was stripped of her
superpowers and costume, and she became a mod-
dressed undercover adventure heroine partial to
wearing white zippered leather suits and thigh-high
boots. Mentored by a blind man named l-Ching in
martial arts, Prince dealt with the death of Trevor (he
was later resurrected, then killed, then resurrected,
etc.), fought Catwoman and Dr. Cyber, and dealt with
feminist issues of the times. Famed science fiction
author Samuel R. Delaney scripted issues
#202-#203 (September-December 1972), the lat-
ter of which was cover-bannered as a "Special!
Women's Lib Issue."
That issue would also prove to be the last of
the powerless Wonder Woman issues as well. Femi-
nist leader Gloria Steinem had cover-featured the
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heroine on the July 1972 debut issue of Ms. maga-
zine, and had helped assemble a 1972 hardcover
collection of Wonder Woman's adventures. Her intro-
duction in that book promised, "In 1973, Wonder
Woman comics will be born again, I hope with the
feminism and strength of the original Wonder
Woman — my Wonder Woman — restored." Issue
#204 did just that, reintroducing the heroine's cos-
tume and powers; it also introduced a black Amazon
named Nubia as a sometime foe of Princess Diana.
Wonder Woman's profile grew during the
1970s, largely due to the media. Besides
Steinem's feminist support, Wonder Woman
appeared as an animated character on ABC's
Super Friends, beginning in 1973 and continuing
for thirteen seasons. She also appeared in 1974
in a badly received TV movie starring Cathy Lee
Crosby that had little to do with the comic-book
character; much stronger was the series that
began the following year, which starred Lynda
Carter. The statuesque former Miss World USA per-
fectly embodied the Amazing Amazon, and early
scripts were very faithful to the World War II
comics; later seasons, moving the time frame to
the 1970s, were less faithful to their progenitors,
but Carter was never anything less than spectacu-
lar to watch as she embodied the world's most
famous superheroine.
Some of the 1970s Wonder Woman comics
shifted stories back to World War II to match the
television show, but DC continuity established that
the World War II Wonder Woman was actually living
on Earth-Two, a parallel world on which she had
begun her adventures in the 1940s and joined the
Justice Society. The Earth-One version was younger,
and began her team adventures with the Justice
League. Occasionally, the characters would meet,
generally in the pages of Justice League of America.
In Wonder Woman #288 (February 1982), the
costume of Wonder Woman was significantly
altered. The gold eagle on the bodice was replaced
with a stylized double-W symbol. The move marked
not only the character's fortieth anniversary, but
also the establishment of the new Wonder Woman
Foundation, a charitable organization created by DC
Comics President Jenette Kahn.
Due to what they felt was increasingly convolut-
ed continuity, DC launched a twelve-issue series
called Crisis on Infinite Earths in April 1985. The end
result of the series was that the DC universe would
be "reset" to have only one Earth, and one version of
every hero and heroine. Wonder Woman #329 (Febru-
ary 1986) featured the wedding of Wonder Woman
and Steve Trevor, but it was to be the end of their
happiness. Crisis wiped out their continuity and exis-
tence, and Wonder Woman would be reinvented. A
retro-style miniseries called The Legend of Wonder
Woman, drawn by Trina Robbins, was released in
May-August 1986; it was the first time a female
artist had drawn a Wonder Woman book (Dann
Thomas co-scripted February 1983's issue #300,
and was thus the character's first female writer).
A grand relaunch of Wonder Woman occurred
with issue #1 of a new series in February 1987.
Superstar artist George Perez (also the Crisis illustra-
tor) signed on to guide the new series, initially work-
ing with writers Greg Potter and Len Wein before tak-
ing over the writing reigns himself. The relaunched
Wonder Woman shared a similar origin to her prede-
cessor, though the backstory of the Amazons and
involvement of the Greek gods were a stronger part
of the series. Here, as before, Queen Hippolyta had
formed her daughter as a clay statue, whom the gods
brought to life. Diana is raised on Themyscira (the
renamed Paradise Island), and possesses gifts given
to her by the gods, including superhuman strength
and speed, and the ability to fly. When the war god
Ares threatens the Earth, the pantheon decrees that
the Amazons send a champion out into the world to
oppose him; after winning a tournament, Diana
becomes that champion. Outfitted with a costume
inspired by a female aviator the Amazons had known
in the past (Diana Trevor, mother of Steve Trevor),
Wonder Woman ventures out into the world.
Perez and company established a number of
new details for Wonder Woman as well. She was
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now a latecomer to the hero world, joining a later
incarnation of the Justice League (Black Canary
took her spot in history). She lived in Boston, with
Greek history professor Julia Kapatelis and her
daughter Cassie. She had no invisible plane, though
her "Lasso of Truth" (woven from the Girdle of
Gaea) still compelled people to tell the truth. She
had no secret identity, but existed as an ambas-
sador from Themyscira to the world, attempting to
teach lessons of love, peace, and the power of
womanhood. Steve Trevor was now a much older
man who eventually married Etta Candy. Although
she engaged villains such as Cheetah, Silver Swan,
or Doctor Psycho, Diana was just as often in conflict
with mythological threats to humankind from Ares,
the witch Circe, Eris the goddess of discord, or
other forces of evil.
The stories in the revamped Wonder Woman
were densely plotted, and refused to shy away from
controversy. A gay man first appeared in issue #20
(September 1988) before the Amazons' Sapphic
sexuality was addressed in issue #38 (January
1990), while issue #46 (September 1990) dealt
with the fallout from a teen suicide. Perez was also
keenly aware of the lack of female involvement in
Wonder Woman's history; though his editor was a
woman, Karen Berger, he also wrote the 1989 Won-
der Woman Annual stories to be drawn by female
artists, and he eventually worked with co-writer
Mindy Newell and artist Jill Thompson on the series.
Following Perez's departure with issue #62
(February 1992), Wonder Woman went through a
series of creative teams, each of which attempted
to put their own mark on the heroine, for better or
worse. Brian Bolland signed aboard to do fantastic
covers, but the 1992-1995 issues are remem-
bered by most as the era that featured Wonder
Woman in space, Wonder Woman taking a job at
Taco Whiz, Wonder Woman being replaced by rogue
red-headed Amazon Artemis, and Wonder Woman
changing from shorts to a star-spangled thong.
Popular writer-artist John Byrne took over the
series with issue #101 (September 1995), moving
Diana to Gateway City, replacing her supporting cast
with similar characters Helena Sandsmark and
daughter Cassandra "Cassie" Sandsmark, killing
half the Amazons, and pitting her against villains
such as Fourth World ruler Darkseid, Arthurian witch
Morgan Le Fay, Dr. Psycho, Cheetah, and others.
Byrne reintroduced the invisible plane, and turned
Cassie into a new Wonder Girl, then killed Diana,
had her resurrected as the Goddess of Truth, and
had Hippolyta take over her role as Wonder Woman.
Continuity was a casualty in the following storylines
in which Hippolyta-as-Wonder Woman was inserted
backward in time to World War II adventures with the
Justice Society, and Donna Troy (the ex-Wonder Girl,
now Troia) was given an extraordinarily convoluted
origin — the latest in her long line of origin revisions.
Diana became Wonder Woman again in Byrne's
final issue (#136, August 1998), followed by a few
years of rotating creative teams. With Wonder
Woman #164 (January 2001), writer-artist Phil
Jimenez came aboard to revamp the title yet again,
but his stories harkened back to the strength of the
Perez run. Jimenez attempted to straighten out the
by-now-again-convoluted history of Wonder Woman,
while pitting her against such villains as the Joker,
Silver Swan, Circe, a new male Cheetah, Giganta,
and others. He also introduced a new male love
interest, an African-American man named Trevor
Barnes. Unfortunately, Jimenez's work was affected
by a number of companywide crossovers mandated
by DC, including one — Our Worlds at War— which
forced upon him the death of Hippolyta. Later,
Jimenez reintroduced the concept of Wonder
Woman spinning into her costume (a staple of the
1970s comics and the TV series), and even utilized
some costume elements from the television show.
His final issue, #188 (March 2003) was a virtual
love letter to every incarnation of Wonder Woman
throughout her sixty-one-year history.
Following a six-issue semi-return to the non-
powered jumpsuit-wearing Wonder Woman, the
series rebounded with another new creative team.
In issue #195, novelist Greg Rucka and artists
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Drew Johnson and Ray Snyder came aboard to rede-
fine the character. Gone were elements that the
team felt demeaned the heroine, as Wonder Woman
published an autobiographical book of essays
(titled Reflections) and embarked on a proactive
stance on making the world a safer and better
place. Behind the scenes, Ares, Doctor Psycho, and
others are plotting to bring the heroine down, but it
is unlikely that DCs female figurehead will be best-
ed easily.
Over six decades, Wonder Woman's likeness
and logo have appeared on apparel; dolls and action
figures; puppets; puzzles; school supplies; kitchen-
ware; costumes; lunch boxes; candy dispensers;
night lights; music boxes; telephones; cake pans;
model kits; valentines; Christmas ornaments; and
even packaged macaroni. Audio adventures of the
heroine have appeared on record and tape in the
1960s and 1970s, while a daily newspaper strip
saw print in 1944-1945. Today, she appears weekly
in the animated adventures of Cartoon Network's
Justice League, and a Wonder Woman feature film
has been in development for years.
Although she is not the first superheroine,
Wonder Woman is the most famous, the longest-
lived, and the most popular. Appealing to a vast
demographic, she is the paragon not just of patrio-
tism, but of womanhood itself. Whether preaching
the loving submission and strength of sisterhood of
her early years, or the diversity, tolerance, and love
for humankind of her current incarnation, Wonder
Woman has — as her TV theme asserted — arrived to
change the world. And we are all the better for hav-
ing her in it. — AM
Wonder Woman in
the Aflec/fa
"Wonder Woman! Wonder Woman! All the world is
waiting for you, and the power you possess. In your
satin tights, fighting for your rights, and the old red,
white and blue!" No superheroine before her had so
dominated the public consciousness, so it seemed
that the theme song for ABC's Wonder Woman
series wasn't strictly hyperbole. All the world was
waiting for her, but it would be a long time after her
January 1942 debut in All-Star Comics #8 that Won-
der Woman would rule the airwaves.
Although some efforts had been made to inter-
est Hollywood in a Wonder Woman serial in the
early 1950s, it wasn't until 1967 that any filmed
version of Wonder Woman existed. With the suc-
cess of the campy Batman series on ABC, in 1966
that series' executive producer William Dozier com-
missioned a script for a Wonder Woman pilot for
Greenway Productions and Twentieth Century-Fox
Television. Writers Stan Hart and Larry Siegel wrote
a silly tale called "Who's Afraid of Diana Prince?" It
told not only a revised version of Wonder Woman's
origin, but included a plot about computer sabo-
teurs as well.
Director Les Martinson shot almost five min-
utes of pilot footage, using comedienne Ellie Wood
Walker in the title role, with Maudie Prickett as her
whiny suburban mother. When the plain Walker
would look into the mirror, she saw herself as a gor-
geous version of Wonder Woman — the narrator
intoned "And who thinks she has the beauty of
Aphrodite" — played in the mirror by busty actress
Linda Harrison. The never-aired mini-pilot wasn't
enough to generate interest in a regular series,
however, and a live-action Wonder Woman would
take almost another decade to appear.
Instead of live versions, Wonder Woman did
become an animated staple, beginning in 1972.
She first appeared in Filmation's The Brady Kids
on ABC, guest-starring as both Diana Prince and
Wonder Woman in a time travel story that found
each of the Brady children competing at the
ancient Olympics. The following year, Wonder
Woman was a founding member of the Super
Friends on ABC's new Hanna-Barbera superhero
team series for 1973. Teamed with Batman,
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Lynda Carter stars in Wonder Woman.
Robin, Superman, and Aquaman, Wonder Woman
fought aliens, androids, and an occasional
supervillain. Her voice was provided by Shannon
Farnon, and her slightly simplified costume design
was by comics legend Alex Toth.
SuperFriends evolved almost yearly, changing
titles and formats as it went, but Wonder Woman
reamained a constant. It became The All-New Super
Friends Hour (1977-1978), The Challenge of the
Super Friends (1978-1979), The World's Greatest
Super Friends (1979-1980), The
Super Friends Hour
(1980-1981), The Super Friends
(1981-1984), Super Friends—
The Legendary Super Powers
Show (1984-1985), and, finally,
The Super Powers Team: Galactic
Guardians (1985-1986). A few
Wonder Woman concepts made it
onto the small screen, including
Paradise Island, Queen Hippoly-
ta, the villainous Cheetah and
Giganta, and love interest Steve
Trevor. The last two incarnations
of the series also incorporated
the new "double-W" design of
Wonder Woman's comic-book
bodice, and B. J. Ward took over
as Wonder Woman's voice.
Even as Super Friends
brought young viewers to know
Wonder Woman, plans were afoot
for a live-action television launch.
Unfortunately, the first effort was
a worse offering than the 1967
pilot. ABC aired the first Wonder
Woman telefilm on March 12,
1974, but viewers barely recog-
nized comics' premiere super-
heroine. Blame fell on produc-
er/screenwriter John D. F. Black,
who cast blonde Cathy Lee Cros-
by in the title role, dressing her in
blue boots and tights, and a red-white-and-blue jack-
et and mini-skirt combination that didn't flatter
Crosby or the camera.
In addition to being forced to follow a donkey
around to get clues, Crosby faced multiple "perils":
twin spies who knew her secret identity (as did
everyone else in this film); a melting wall of multi-
colored Silly Putty; a rogue Amazon (Anita Ford); and
finally Ricardo Montalban as Abner Smith, the vil-
lainous leader of a supposed international spy ring.
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Virtually no stunts or special effects were used, and
the low budget was painfully obvious. And while
plans for further Cathy Lee Crosby as Wonder
Woman projects were quickly squashed, ABC
remained interested in the concept.
Spurred on by the success of Police Woman and
the Bionic Woman's appearances in The Six Million
Dollar Man, ABC ordered up a new telefilm in Novem-
ber 1975. This film's script, meticulously researched
by writer Stanley Ralph Ross, was — in most critical
and fan opinion — the perfect treatment for Wonder
Woman. Set during World War II, the movie featured
Steve Trevor (Lyle Waggoner), General Blankenship
(John Randolph), the Amazon Queen Mother (Cloris
Leachman), and Nazis galore. The role of Wonder
Woman went to newcomer Lynda Carter.
The nearly six-foot-tall brunette seemed born for
the role. Carter was tall, shapely, beautiful, and looked
right in the star-spangled costume, which designer
Donfeld had taken almost directly from the comics,
with the exception of a red-white-and-blue cape Carter
wore for special occasions. Carter had been a singer,
dancer, variety show performer, and former Miss World
USA before landing the role. Although her acting was-
n't rock-solid as the series began, Carter gave the role
a sense of seriousness; she made the viewer believe
she was Wonder Woman.
The New, Original Wonder Woman debuted
on November 7, 1975, and was an instant suc-
cess. High ratings told ABC that it was on the
right track. It ordered a series of further one-hour
specials, keeping the flavor of the 1940s
comics; in them, Wonder Woman met Baroness
Paula von Gunther (Christine Belford) and Fausta
"the Nazi Wonder Woman" (Lynda Day George).
There was no shortage of villains, as spies and
Nazis were always on the loose, and Steve Trevor
was always captured.
The shows had a sense of realism to their
superhuman stunts; the heroine deflected bullets
with her bracelets, hurled her tiara like a
boomerang, and used her magic lasso to rope vil-
lains and force them to tell the truth. Perhaps the
most spectacular stuntwork involved the "wonder-
jumps," performed mainly by stuntwoman Jeannie
Epper. Wonder Woman jumped over tanks, build-
ings, and other assorted obstacles with the great-
est of ease. The invisible plane was used a few
times, then abandoned, but one aspect that was
kept was Diana Prince's transformation to and from
Wonder Woman; she would spin around, and in a
burst of light, portions of her civilian clothing would
be replaced by her costume.
In the fall of 1976, ABC scheduled the retitled
Wonder Woman as a regular series. It began with a
two-part episode called "The Feminum Mystique,"
which introduced a new young starlet named Debra
Winger in the part of Drusilla, Wonder Woman's
younger sister, a.k.a. Wonder Girl (clad in a cos-
tume remarkably like that of her comic-book coun-
terpart). Popular with viewers, Wonder Girl appeared
again, and a spin-off series was planned, but
Winger bowed out, citing difficulties behind the
scenes. Another popular episode guest-starred Roy
Rogers, but by early 1977, ABC had decided not to
renew the show, despite high ratings.
In an unusual move, rival network CBS snapped
up the series for its fall 1977 schedule. Under the
title The New Adventures of Wonder Woman, a new
telefilm on September 16 updated the story for a
more modern setting. The premiere episode showed
young Steve Trevor Jr. (Waggoner again) crash-landing
near Paradise Island, to which Wonder Woman had
retired almost thirty years prior. Princess Diana once
again fell in love and returned to "Man's World" to
become a superheroine. There she flew an updated
plane, wore an updated costume (skimpier, with a dif-
ferent star-pattern on the shorts and a different chest-
eagle and bracelets), and sported an updated hairdo.
Wonder Woman eventually got two additional
skin-tight spandex costumes: one for riding a motor-
cycle and one for swimming. Both were all-blue and
star-studded, and she wore either boots or flippers
depending on the situation. A skateboarding outfit —
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complete with helmet and knee-and-elbow-pads —
also made one appearance. The new Diana Prince
worked alongside Steve at the Inter-Agency Defense
Command (IADC), an intelligence network linked with
the White House. She would often go on specialized
missions alone, leaving Steve in Washington with the
talking IRA (Internal Retrieval Associative) computer.
Although villains on the series sometimes had
superpowers, none were from the comics. The hero-
ine fought a vengeful, telekinetic Japanese veteran
who was obsessed with her; black Amazonian Won-
der Woman counterpart Carolyn (Jayne Kennedy);
magician Count Cagliostro (Dick Gautier); insect-
controlling Formicidia (popular mime Laureen
Yarnell); a psychic disco vampire; the mind-stealing
alien Skrills; and a dastardly toymaker who had cre-
ated an evil, life-size Wonder Woman robot.
Despite strong ratings and a deluge of fan mail,
the network put The New Adventures of Wonder
Woman on hiatus during its second CBS season, air-
ing the final three episodes in the fall of 1979. One
episode of the final trio was actually intended as a
relaunch for the show's third season, moving Diana
Prince to the Los Angeles IADC offices, and dumping
Lyle Waggoner for a supporting cast that included a
superstrong male co-worker, a cute African-American
kid, and a monkey. Given this revamp, perhaps it's
best that the third season wasn't produced.
Although not on the air nearly as long as her DC
friends Superman and Batman, the Wonder Woman
series has remained a favorite in syndication and
video release, and almost thirty years after its
debut, licensed material featuring Lynda Carter as
Wonder Woman is still sold. Direct references to the
series have shown up on The Naked Truth and Frasi-
er, and Carter is still a popular guest on talk shows.
Although her live-action adventures ended in
1979, Wonder Woman hasn't been idle in the animat-
ed arena. She guest-starred in an episode of 1988's
Superman series on CBS, in which Themyscira (the
renamed Paradise Island) and her post-Crisis on Infi-
nite Earths comic-book continuity were referenced. In
1993, producer-director Boyd Kirkland began work on
a Wonder Woman and the Star Riders pilot, which
would have helped promote a series of Mattel toys
that teamed the heroine up with Dolphin, Ice, Starlily,
and Solara against the evil Purrsia. Only a minute of
test animation was produced before the project was
canceled (due to low orders for the toys), but Kirk-
land also developed a more serious Wonder Woman
cartoon a few years later; it did not sell.
Meanwhile, in 1997-1998, a much-publicized
plan to return Wonder Woman to live-action for an
NBC series was underway. Deborah Joy Levine, who
had successfully developed Lois & Clark: The New
Adventures of Superman, was brought aboard to
oversee the series and write the pilot script. Her
version found Prince as a UCLA professor of Greek
history. A nationwide casting call began, with appli-
cants encouraged to show up at certain Warner
Bros, stores in December 1997 and January 1998
with photos and acting resumes. Although casting
eventually narrowed down to a few Hollywood new-
comers, development on the series was shut down
before any filming began.
On November 17, 2001, the Cartoon Network
debuted a new animated Justice League weekly
series, from the same Warner Bros, animation crew
that worked on the Batman and Superman shows.
On the series, Wonder Woman (voiced by Susan
Eisenberg) is a no-nonsense warrior who has been
exiled from her home on Themyscira/Paradise
Island. Some episodes have shown Queen Hippoly-
ta, World War II hero Steve Trevor, villainess Chee-
tah, and renegade Amazon Aresia. New episodes
featuring Wonder Woman are still airing as of 2004.
Since the late 1990s, Warner has had plans to
shoot a big-budget feature film, with Silver Pictures and
producers Jon Peters and Leonard Goldberg. Multiple
scripts have been written, including passes by Kimber-
lee Reed (1999), James R. Harnock and Eve Marie
Kazaros (1999), Jon Cohen (1999), Todd Alcott (2001),
Becky Johnston (2002), Philip Levens (2003), and
Laeta Kalogridis (2003). Ivan Reitman had been set to
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**5
World War II and the Superhero
direct since 1996, but he eventually left the project.
Although Jennifer Aniston and several other actresses
were rumored for the lead role, the only person the part
had been locked to was Sandra Bullock; she eventually
dropped out of the project following statements she did
not want to wear the traditional costume.
Whenever Wonder Woman does reappear in live
action, the costume won't be the most difficult aspect
for the lead actress to master. The most challenging
task will be to replace the image of Lynda Carter as
Wonder Woman in the public's mind. Although her
time as the character only lasted four years, the
appeal of the series cemented Carter's image as the
Amazing Amazon for almost three decades. "You're a
wonder, Wonder Woman!" indeed. — AM
World V/ar \\ and
the Superhero
"Nazis and Japs, you rats! Beware! The Hangman is
everywhere!" This copy, grossly politically incorrect
by contemporary standards, is plastered above the
logo of MU Publications' superhero comic, Hang-
man #3 (1942). And no words could better summa-
rize the sentiment of a galvanized nation.
PATRIOTIC PPOPA&ANPA
Hangman #3 is far from unique. The jingoistic
jargon and flag-waving images of dozens of comic-
book covers printed before and during World War II
rival the pro-war posters displayed in public buildings
during the era. Yankee Doodle Jones, Dandy, and
Major Victory march toward the reader, playing
drums and fife, on the patriotic cover of Yankee
Comics #2 (1941). The Man of Steel rides a U.S.-
dropped bomb (presumably heading toward an Axis
nation) on the cover of Superman #18 (1942), with
a stirring promotional blurb: "War Savings Bonds
and Stamps Do the Job on the Japanazis!" Speed
Comics #19's (1942) cover depicts Captain Free-
dom, fists clenched, sneaking up on a yellow-
skinned, buck-toothed Japanese soldier donning a
Captain Freedom costume. A fortress labeled
"Hitler's Berchtesgaden" is stormed by gargantuan
versions of Captain America, the Human Torch, and
the Sub-Mariner — their size metaphorically symboliz-
ing the superiority of the Allies — on star cover artist
Alex Schomburg's All Select Comics #1 (1943).
Superheroes had only been in existence for a few
short years — since the premiere of Superman in DC
Comics' landmark Action Comics #1 (June 1938) —
but comic-book publishers wasted no time in exploit-
ing their greatest superpower: propaganda.
World War II may have a bleak chapter in
human history, but for superhero comic books, it
was the lifeblood of a period now acknowledged as
the Golden Age (1938-1954). As Adolf Hitler's Ger-
man forces blazed a devastating path across
Europe in the late 1930s, Americans fretfully pon-
dered if — or worse, when — the conflict would
involve the United States. This escalating global
conflict, however, offered the budding medium of
superhero comics a perfect villain.
TA/TPOPUCW& TH£ SHIBLP
"We were fighting Hitler before our government
was fighting Hitler," stated Marvel Comics mogul
Stan Lee, on the History Channel documentary
Comic Book Superheroes: Unmasked (2003). Ger-
man spies tiptoed into the pages of American
comics as early as Pep Comics #1 (cover-dated Jan-
uary 1940, but hitting newsstands in December
1939, two years before Japan's sneak attack on
Pearl Harbor). Pep #1, a product of MLJ Publica-
tions (soon to be known as Archie Comics) intro-
duces the Shield — the first comic-book character
whose costume was patterned after the U.S. flag —
the son of an assassinated FBI agent who applies a
solution of his father's design onto his person,
boosting his strength and stamina. As the Shield,
&>
TH£ SUPBBHeiZO BOOK
World War II and the Superhero
he vanquishes the German infiltrators and engages
in Nazi-busting for years to come.
Before long, the Shield was no longer the Unit-
ed States' sole superheroic protector. Guarding the
United States from Axis invaders and saboteurs
became a recurring theme in comics stories and on
comics covers. Look magazine published a special-
ly commissioned 1940 comic supplement featuring
Superman arresting Hitler and Joseph Stalin for war
crimes. Sales of superhero comics had been strong
since their inception, but when covers portrayed
patriotic motifs, their circulations escalated.
Anti-Axis sentiment exploded from subtlety to
ubiquity by 1941. Superman, Captain Marvel, Miss
Fury, and Sub-Mariner were among the superheroes
encountering German, and soon Japanese, soldiers
in their stories. Wrote Maurice Horn in The World
Encyclopedia of Comics, Volume 1 (1999), "The
titles of some of the books published in this period
suffice to give a clue as to their character: Spy
Smasher, Commando Yank, Major Victory, Captain
Flag, The Fighting Yank, The Unknown Soldier ..."
SUPZBPAmiOTS INACTION
Almost every Golden Age superhero, at one
time or another, was an Axis-basher, but none were
more blatant than the cadre of red-white-and-blue-
clad patriotic superheroes, whose multitude nearly
outnumbered the stars on the U.S. flag itself: Uncle
Sam, Captain Victory, the Flag, Yankee Doodle
Jones, Yankee Eagle, the Star-Spangled Kid and
Stripesy, Super-American, Captain Courageous, the
American Eagle, the Spirit of 76, American Crusad-
er, Captain Fearless, Flag-Man, Minute-Man, the Lib-
erator, and Mr. America were among their number,
as were their female contemporaries, Miss Victory,
Pat Patriot, Yankee Girl, Liberty Belle, and Miss
America. Fawcett Publications' Spy Smasher's garb
was rather mundane when compared to these
flashy freedom fighters: He sported an aviator's hel-
met, Khakis, a bomber jacket, and a crimson cape.
But with his noiseless Gyrosub — plane, submarine,
helicopter, and speedboat rolled into one — Spy
Smasher crippled saboteurs' vessels and ferreted
out enemy agents, flying into his own twelve-chapter
movie serial in 1942.
In case any young reader doubted the capabili-
ties of these patriotic paragons, their comics some-
times included reminders that the military was
always on watch, as in Feature Comics #42's
(1941) story starring the superheroine USA (a.k.a.
the "Spirit of Old Glory"); as USA is poised protec-
tively on a coastline, the opening caption proclaims,
"The security of American shores is well guarded,
as our Navy patrols far-flung waters and warns
aggressors of the power of democracy." Rest easy,
Americans! The superheroes and the U.S. military
are here!
The most popular star-spangled superhero of
World War II was Captain America, first seen in his
own title published in March 1941 by Marvel (then
known as Timely) Comics. "The whole reason we
put Captain America out was that America was in a
patriotic frenzy," recollected Joe Simon, who created
the hero (and many others) with Jack Kirby. The
cover to Captain America #1 has "Cap" delivering a
haymaker to the jaw of none other than Hitler him-
self — and the United States' involvement in the war
was still almost a year away!
HmZZ TAKZS ON THB H£ZO£S
The Fuhrer was the perfect patsy and the per-
fect antagonist for comic book artists of the day.
Hitler's pasty complexion, greasy hair, distinctive
moustache, and patented furrowed brow made him
ripe for caricature. His rather comical proportions
and body language stood in ironic contrast to the
Aryan ideal that he promoted so vehemently with
his Master Race theory. Equally ironic, if not more
so, was the image of most of the American super-
heroes, perfect physical specimens who also epito-
mized the fascist mindset of the superiority of
aggression. Paradoxically, superhero readers and
creators did not seem to notice.
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World War II and the Superhero
Hitler was made aware of the impact of Ameri-
can superheroes, and set his own public-relations
machine in motion. Hitler's spin doctor Joseph
Goebbels once made anti-Semitic attacks toward
Superman's co-creator, writer Jerry Siegel, citing
Superman comics as "Jewish propaganda" and call-
ing Siegel "physically and intellectually circumcised."
Real-life German and Japanese soldiers
inspired fictional foes in Golden Age comic books,
including Captain Nazi, the Red Skull, Baron
Gestapo, Captain Nippon, and Captain Swastika.
The Claw, a jaundiced "Oriental" with fearsome
fangs, appeared in Gleason Publications' Daredevil
series, as did Hitler himself, in the legendary Dare-
devil Battles Hitler #1 (a.k.a. Daredevil #1) in 1941.
Beyond the cover pinups, the Axis was pum-
meled and ridiculed in the comics stories them-
selves. Thick, stereotyped accents were afforded to
both German and Japanese characters in most
Golden Age comics. In "The Human Torch and Sub-
Mariner Fighting Side By Side" in Marvel Mystery
Comics #17 (1941), a Nazi soldier brags, as the
unconscious Sub-Mariner is being strung up, "He
iss our symbol of victory! Unvard!"
Even the most obscure superheroes fought the
enemy, including Marvel's Citizen V: "Single-handed,
Citizen 'V bursts into the Nazi camp and with pow-
erful fists flying, drives his enemies to cover!" reads
the opening caption to the hero's adventure in Com-
edy Comics #9 (1942).
COMICS SBU MIUIONS
Golden Age comic books provided amusement
and patriotism in one ten-cent, sixty-four-page pack-
age. Millions of comics sold each month during
World War II. Comic-book houses worked at break-
neck pace to meet the demand of a growing audi-
ence. Many publishers were akin to sweatshops,
with original art pages shuffled down assembly
lines of artists, each with his or her own task: One
would letter the word balloons, one would ink faces,
one would ink figures, and one would ink back-
grounds. Artists and writers of the era sometimes
huddled collectively into New York City apartments
for an entire weekend of all-nighters, grinding out
pages at a frantic pace. Many of these creators
were happy to have the work, having survived the
unemployment of the Great Depression. Others
realized the importance of superheroes as mouth-
pieces of democracy. "I believe in the brotherhood
of man and peace on Earth," comic-book and sci-
ence-fiction author Gardner Fox once asserted. "If I
could do it with a wave of my hand I'd stop all this
war and silly nonsense of killing people. So I used
superheroes' powers to accomplish what I couldn't
do as a person. The superheroes were my wish-ful-
fillment figures for benefiting the world."
Voraciously reading these comics were millions
of American boys. The medium spoke to them, its
superheroes offering inspiration during a trying
time. Captain America, striking an "Uncle Sam
Wants You" recruitment pose, was featured in
house ads encouraging young readers to join his
"Sentinels of Liberty" club, "... and wear a badge
that proves you are a loyal believer in American-
ism." Not to be outdone, Superman enticed readers
to become one of the "Supermen of America." Boys
would regularly congregate for "swaps," haggling
trades of their well-read comics among one another.
Popular titles like Captain Marvel Adventures,
Superman, and Captain America would command
more trading value among these young negotiators.
Entertainment-starved American servicemen
also read comics. Historian Mike Benton claimed in
his book Superhero Comics of the Golden Age: The
Illustrated History (1992) that a remarkable 44 per-
cent of U.S. soldiers undergoing basic training were
regular comic-book readers. "At PXs, comic books
outsold Saturday Evening Post, Life, and Reader's
Digest combined by a ratio often to one," Benton
added. Once these GIs were stationed overseas,
superhero comics were sent to them, as part of
their care packages from home.
tffi
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World War II and the Superhero
While the war reinforced the popularity of
superhero comic books, war-related rationing posed
a serious threat to their production. Paper short-
ages curtailed the expansion of the medium, keep-
ing many would-be publishers from entering the fray,
and paper drives led to the donations of used
copies of Golden Age comics, explaining their
scarcity in the contemporary collectibles market.
P'PAYFOB SUPBBHZZOeS
Americans naturally celebrated when the Allies
won their victory, but the war's end delivered a
death blow to superheroes. They instantly fell out of
favor, and sales steeply plummeted. Titles were
canceled, publishers closed their shops, and only
the strongest (Superman, Batman, and Wonder
Woman) survived.
Superheroes received a second lease on life,
beginning with comics' Silver Age (1956-1969). Some
of the superheroes who fought for freedom in the
1940s have returned to active duty, and "retro" series
set during World War II continue to explore the super-
hero's role as the superpatriot; examples include Mar-
vel Comics' The Invaders (1975-1979) and DC
Comics' All-Star Squadron (1981-1987). In the
2000s, DC sustains use of a few of its stalwarts of
World War II, including the Flash and Green Lantern
(now known as Sentinel) in an incarnation of the WWII-
era Justice Society called JSA (1999-present). — ME
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639
XAIer?
To the world at large the X-Men have been an
overnight success on the back of two well-received
movies, when in fact their rise has been a forty-year
crawl, punctuated by false starts and protracted edi-
torial caution in initially expanding the franchise.
Since their 1963 introduction the X-Men have
served as a metaphor for cultural intolerance. This,
though, is predicated on the shaky foundation that
the humans populating Marvel Comics' psuedo-
Earth are bigoted toward those with inherent super-
human abilities — otherwise known as mutants —
while reserving their acclaim for superheroes whose
powers were accidentally acquired or technologically
conferred. The concept of a mutant as a simultane-
ously persecuted and amazingly unique creature hit
home to readers in the turbulent 1960s, and was a
concept that any non-Anglo reader could personally
relate to. Created by the prolific Stan Lee and Jack
Kirby, the first issue of X-Men introduced half a
dozen characters still appearing regularly forty years
later, and a villain, Magneto, who has been a main-
stay of Marvel Comics since his inception.
The guiding light of the X-Men is the distinctive-
ly bald and (until 2003) wheelchair-confined Profes-
sor Charles Xavier, also known as Professor X. A dis-
ability was of minor consequence to the world's
most powerful telepath, who engineered a dream of
guiding other mutants to use their abilities for the
betterment of humankind. His means for doing so
was founding Xavier's School for Gifted Youngsters
in Westchester County, New York, away from the pry-
ing eyes of the public. His first pupil was Scott Sum-
mers, cursed through emitting concussive force
blasts from his eyes, beams that are mysteriously
contained by the ruby quartz visor he permanently
wears. As Cyclops he was field leader of the original
X-Men, and plays a major role to this day. In the
2000s he is married to Jean Grey, the first mutant
actually treated by Professor X. Now second only to
Xavier in terms of extra-mental ability, over the years
she's had a rough ride. It was retroactively decided
that as Marvel Girl in the original X-Men the Profes-
sor had limited her prodigious abilities to telekine-
sis, considering her not mature enough to cope with
the full range of her blossoming powers. She also
spent several years cocooned beneath Jamaica Bay,
initially replaced by a powerful extraterrestrial entity
called the Phoenix Force, over which she maintained
an element of psychic control while it masqueraded
as her. She eventually convinced it to commit sui-
cide to save the universe. The late 1970s stories
featuring Phoenix, as the entity was originally known,
are still considered landmark X-Men issues.
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Hj
X-Men
X-Men #104 © 1977 Marvel Comics.
COVER ART BY DAVE COCKRUM.
Hank McCoy's brutish, almost simian form and
athletic ability resulted in his being called the Beast,
a code name that belied a prodigious intellect, both
artistic and scientific. During a period when the X-
Men had disbanded he took a job as research scien-
tist, experimenting on himself with a compound that
induced further genetic mutation. He transmuted
into a form more in keeping with his name and now
resembles an upright blue furry dog. Bobby Drake,
alias Iceman, was the mirror image of long-standing
Marvel hero the Human Torch. Initially a mobile
snowman, he has been refined into a sleeker ice-
covered hero, and among other abilities is able to
generate sheets of ice from his hands on which he
travels. Bizarrely, having no connection with Spider-
Man in the comics, Iceman was one of the "Amazing
Friends" from Spider-Man's 1980s cartoon show
Spider-Man and His Amazing Friends. The original
team of X-Men was rounded out by Warren Worthing-
ton III. This rich playboy carried a secret in the form
of giant wings, which remained strapped to his back
in civilian guise. His major trauma was the amputa-
tion of his wings, and their subsequent replacement
by razor-sharp metal ones courtesy of the villain
Apocalypse. It took some while before the original
wings re-established themselves.
The original incarnation of the X-Men started
strongly, but disintegrated among mediocre plots
and never really fired comic readers' enthusiasm.
Perhaps the theme of outsiders was inherently off-
putting in an early 1960s America where cold war
politics were still high on the agenda, and anyone
not allowed at the front of the bus was better off
not boarding in the first place. Toward the end of
the 1960s, though, the comic sported some fine
graphic realism from artist Neal Adams, and intro-
duced two intriguing new heroes who never quite
lived up to the excitement of their introduction. Alex
Summers is brother to Scott, and as Havok chan-
nels solar energy into devastating blasts, while his
partner, Lorna Dane (who eventually adopted the
name Polaris), is able to control magnetic forces,
although the reason for her striking green hair
remains a mystery.
In the early 1970s X-Men survived by reprinting
old stories, while the team members made sporadic
guest appearances elsewhere, the Beast even
maintaining his own short solo run in the pages of
Amazing Adventures. The lack of activity didn't deter
hardcore fans demanding the team's return, and in
a period of expansion for Marvel in 1975 Giant-Size
X-Men #1 appeared with little promotional fanfare.
With the X-Men captured, Professor X traveled the
globe to recruit a new team of mutants to rescue
them. Raised in Egypt, but of deeper African ances-
try, Ororo Monroe can fly and control the weather as
Storm. Colossus was found on a remote Ukranian
farming collective, and the athletic, teleporting
&&
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X-Men
Nightcrawler was rescued from a German mob chas-
ing him due to his demonic appearance. The Native
American Thunderbird, alias John Proudstar, had
superhuman strength, speed, reflexes, and agility,
none of which prevented him from being an early
casualty, and the pint-sized Wolverine had previous-
ly been seen using his metal claws to fight the Hulk
with no indication of any mutant abilities. The team
was rounded out with two characters who had
fought the X-Men in the 1960s. Sean Cassidy, the
Banshee, had employed his psionic screams under
duress, but the fiercely nationalistic Sunfire resent-
ed American imperialism and the atomic bomb that
resulted in both his mutation and his mother's
death. He flies and fires beams of intense heat, but
while no longer an enemy, Sunfire departed after
retrieving the original X-Men, and by many is consid-
ered very much the third-string hero.
The new characters had largely been designed
by artist Dave Cockrum, some having languished in
his sketchbooks for years, and while it was Len
Wein who plotted the return of the X-Men (after
some brainstorming by editor Roy Thomas), he
turned over the writing of subsequent stories to his
editorial assistant Chris Claremont. An aspiring
actor, Claremont never made the stage, but in the
manner of many of his characters, discovered an
undreamed of talent. He delivered solid soap
opera interaction, intriguing plots, and compelling
new characters. As time passed his plots would
become slimmer, with overwriting the norm, but
credit is due Claremont for transforming the X-Men
from also-rans to headliners. In the process he can
be further credited for finally propelling female
superheroes beyond Decoration Girl and Sidekick
Lass. Claremont's refrain "Is there any reason this
character can't be a woman?" would pass into edi-
torial legend and he was additionally very quick to
latch onto the success of Star Wars and introduce
elements of space opera to X-Men. Although
uncredited, artist Cockrum and especially his suc-
cessor John Byrne each contributed ideas, and it
was during Byrne's thirty-five issues that the X-
Men's inexorable rise to their current stature as
marketing monoliths really began.
As soon as the X-Men were restored to their
regularly numbered series, editors made a decision
to slim down the cast, with all old X-Men other than
Cyclops and Jean Grey considered surplus
(although the Beast proved popular in The
Avengers). Of the new characters it was Wolverine
who quickly became the favorite, known only by his
code name or "Logan." Cynics might claim that
comics fans share an affinity with a man cast as a
surly, repressed loner, and Wolverine lived out their
fantasies by dealing with any trouble that came his
way in particularly savage fashion. Much discussion
ensued as to whether or not he'd murdered a guard
off-panel in one Claremont/Byme issue, but he sub-
sequently revealed little remorse regarding killing.
An aura of mystery surrounded him. It took decades
for Marvel to reveal his background, all the while
establishing facets, then later revealing the snip-
pets false. His mutant abilities are three-fold: a set
of bony claws embedded in each hand, heightened
senses, and a body capable of rapidly healing the
most severe injuries. This ability has also
restrained the natural aging process, Wolverine hav-
ing been born in the nineteenth century, with record-
ed experiences dating back to at least the Spanish
Civil War. When Wolverine's early life was finally
related in the Origin series it was a critical and
artistic success, and all the more astonishing for
being more gothic horror than superhero story. One
final element was formative in the Wolverine who is
popular today: his unwilling participation in covert,
CIA-sponsored "Weapon X" experiments. His skele-
ton and claws were bonded with an indestructible
metal known as adamantium, and he was implant-
ed with false memories, which, over time, have
been established as such. His real past, however,
remains elusive to him.
Editors introduced the thirteen-year-old Kitty
Pryde, able to pass through solid surfaces and walk
on air, to restore the idea of youngsters being
trained in the best use of their abilities. She played
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X-Men
a pivotal role in the Claremont/Byrne team's penul-
timate story, set in a future where mutants were
either murdered or interned in concentration
camps. To prevent this scenario the adult Pryde
exchanged minds with her teenage counterpart,
guiding the X-Men to manipulate pivotal events to
ensure her future never occurred. While critics and
fans agree it was a great story in isolation, the
unfortunate aspect of "Days of Future Past" was
that elements would be plundered, expanded upon,
and twisted until X-Men continuity was impenetrable
to anyone not a regular reader.
While sales, even under Byrne, initially failed to
match fan fervor, they did increase to the point that
Marvel introduced a second X-Men title in all but
name, with New Mutants reaffirming Professor X's
program of educating young mutants. This was fol-
lowed by X-Factor, launched by retrieving Jean Grey
from beneath the sea, in which the original X-Men
operated a mutant rescue operation under the pre-
tense of dealing with the mutant "problem." The
principal X-Men team also continued to expand,
adding Rogue, unable to touch anyone without
absorbing their abilities and memories. Her first
such encounter was with a heroine named Ms. Mar-
vel, the legacy of which was permanent invulnerabili-
ty, super strength, and flight. Still not allocated a
civilian name, the distinctively southern Rogue has a
deep affection for her fellow southerner, the
Louisiana-born Remy LeBeau. As Gambit he charges
inanimate objects with energy and throws them to
detonate on impact. His has a checkered past, hav-
ing apprenticed as a thief, and he temporarily left
the team when it was revealed he'd led a slaughter
of tunnel-dwelling mutants known as Morlocks. Writ-
ers subsequently revealed he had been under the
subtle control of the villainous Mr. Sinister.
Over the years many other heroes joined the X-
Men for brief periods. Created in the 1970s to tie in
with the disco phenomenon, the Dazzler can trans-
mute sound into light, including holographic images,
and started her career on roller skates. She eventu-
ally married temporary X-Man Longshot, an other-
dimensional human able to manipulate luck in his
favor. Forge is a genius-level inventor with vague
shamanic abilities, Stacy X a former mutant prosti-
tute able to exude pheromones that control others,
and Cecilia Reyes a doctor able to generate force
fields. Two less successful characters are Maggot,
who housed two mutant slugs within his stomach
from which he could absorb energy, and Marrow,
who threw razor-sharp bones she removed from her
body. Among the now deceased X-Men are Psy-
locke, sister of Captain Britain with powerful psychic
abilities; Joseph, once believed an amnesiac Mag-
neto, but actually a clone with magnetic manipula-
tion abilities; and Changeling, a shapeshifter who
assumed the identity of Professor X for a consider-
able period. For a relatively obscure character, he
was a surprise recurring feature of the animated X-
Men TV series, albeit in very different form.
Claremont's first, long run on the X-Men gave
way to other creators such as dynamic artist Jim
Lee, under whom a second X-Men title (nominally
distinguished from the original by the deletion of the
word "Uncanny" from the new one's cover legend)
was issued in 1991 to instant success under
assorted covers. Collectively it was Marvel's best-
selling comic ever, although many were sold to
investors possibly still stunned that the issues they
stockpiled are commonplace. Although Lee departed
for greener pastures soon after, in collaboration with
Whilce Portacio he made one lasting contribution to
the comic by introducing Bishop, a mutant from the
future able to absorb any energy directed at him and
return it as force blasts. He grew up idolizing the X-
Men, and arrived in the present by accident, aware
one of his heroes would betray the team, but not
knowing who. It was eventually revealed to be the
unlikeliest suspect of all: Professor X.
Having long appealed to the X-Men's arch-foe
Magneto to reconsider his ways, Professor X used
his powers to close down Magneto's mind, at which
point the fury so much a part of Magneto's charac-
ter was transferred to Xavier. Awakening Xavier's
own successfully repressed hostilities, a new con-
0t*
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X-Men: Excalibur
sciousness formed within Xavier's mind, taking con-
trol with devastating consequences. Only the united
force of all Marvel's non-mutant heroes shut down
Onslaught. Unfortunately Xavier was once again
occupied, this time by the malign intelligence of one
Cassandra Nova. While posing as an authority on
mutant affairs, Xavier had always guarded the truth
of the X-Men, but under Nova's control he revealed
the truth to the world at large. Being forced to go
public, though, has proved a blessing in disguise.
It's enabled Xavier to use his vast personal wealth
to set up global branches of X-Corporation through-
out the world. Providing a staff position to almost
every benign mutant who's had an involvement with
the X-Men or affiliated groups, their brief is to offer
shelter and aid to mutants in peril.
This storyline was conceived by Grant Morri-
son, who, as the writer of the newer X-Men comic
since 2002, has stuffed a wealth of intelligent and
radical ideas into the X-Men's world. Morrison's
innovative contribution is exemplified by the charac-
ter he introduced to the team, Xorn. He is a Chi-
nese pacifist who doesn't participate in action mis-
sions, and whose skull contains a microscopic star
that may somehow be connected with his extraordi-
nary healing abilities, demonstrated when he
healed Xavier's legs. Morrison's interpretations of
familiar cast members offer new insights, and on
occasion his plots have been matched by top-quali-
ty artists. Among the best of them is Frank Quitely,
whose fine-lined delicacy and well judged poses
combine for an extraordinarily expressive style.
As the X-Men franchise has continued to
expand, more titles have been added, and the most
successful has been Ultimate X-Men, a reboot to all
intents and purposes, that Marvel kicked off in the
new millennium. Under writer Mark Millar and pencil
artists Andy and Adam Kubert this comic twists
familiar elements into new scenarios, offering a
new audience the opportunity to read an X-Men
comic unhindered by the baggage of decades of
continuity. These X-Men, while sharing the names
and identities of the familiar characters, were intro-
duced as if new. The comic began with the founding
of the team, mixing the cast from various eras of X-
Men, and has since adroitly reworked themes of
mutant isolation.
X-titles continue to proliferate like mutant
genes, with a publication history that has as many
twists as the ongoing super-soap opera's plots; in
spring of 2004 the "X-Men: ReLoad" event brought
a raft of new or retooled series in the franchise,
including a return (though not the first) of Clare-
mont to writing Uncanny X-Men, and a new Aston-
ishing X-Men series by artist John Cassady and
writer Joss Whedon, creator of Buffy the Vampire
Slayer. —FP
X-Men: gxcalibw
A forerunner to the current manifestation of interna-
tionally linked groups of X-Men, the hero team
Excalibur stemmed in no small part from the work
of writer and artist Alan Davis on the U.K. comic
book Captain Britain. Continuing from the work of
Alan Moore there, Davis applied a distinctly British
sensibility to the trappings of American superhero
comics for an engaging strip starring a character
originally conceived as little more than a composite
of nationalistic cliches.
Davis dispensed with Captain Britain's pseudo-
mystical origin. Instead, he established that the
Captain's alter ego Brian Braddock's abilities were a
genetic inheritance from his father, a refugee from
an other-dimensional world, unimaginatively
referred to as "Otherworld." Braddock's lover Meg-
gan was initially shrouded in mystery, and never
given a surname. She often modified her appear-
ance, and was eventually revealed as a
shapeshifter who instinctively assumed forms offer-
ing her protection, whether this be from the ele-
ments or from her emotions. Although critically
acclaimed, lack of finance ended the Captain
Britain strip in the United Kingdom, but it had an old
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X-Men: Excalibur
friend across the Atlantic in its co-creator, writer
Chris Claremont, who had featured Captain Britain
in American X-Men strips. Significantly, he also used
Braddock's twin sister Betsy in X-Men titles as the
powerful psychic Psylocke.
Excalibur was formed when, believing their X-
Men teammates to have been slain, then under-
used X-Men Nightcrawler, Phoenix, and Shadowcat
decided to start afresh by decamping to the United
Kingdom, where they became embroiled with Cap-
tain Britain and Meggan. The German Nightcrawler
had been an early mainstay of the revived 1970s X-
Men. His generally jocular personality belies his
demonic appearance, complete with forked feet and
long tail, essential for the highly developed athletic
maneuvers his slight form is capable of. The dis-
tinctive sulphurous smell that accompanies his
teleporting accentuates his demonic ties, although
editors ironically established that Kurt Wagner is a
staunch Catholic who has considered taking vows
of priesthood. A further ability to become invisible
in shadow has been largely sidelined, and it took
more than twenty years to establish that Night-
crawler's mother is the similarly blue-skinned
shapeshifter, the villainous Mystique.
The Phoenix of this team was not the original
X-Men's Jean Grey, but rather Rachel Summers, who
arrived from the future in one of the time paradoxes
common to X-Men continuity. She was the daughter
of X-Men Grey and Scott Summers in a bleak mid-
twenty-first century where mutants were hunted and
either murdered or confined in concentration
camps. Inheriting her mother's mental abilities
hadn't prevented Rachel's capture by a mutant-
hunter named Ahab, who tattooed her face, perma-
nently identifying her as one of his mutant-hunting
"hounds." It wasn't until she escaped to the 1980s
that she discovered she could tap into the limitless
abilities of the Phoenix Force, which she was able
to use to obscure her facial tattoos.
When introduced, Kitty Pryde was the youngest
member of the X-Men, only of college age in
present-day Marvel Comics continuity, almost twen-
ty-five years after her introduction as a thirteen-year-
old who could walk through walls. Characterization
appropriate to her age was adroitly handled by
Claremont, despite bruising encounters with the
vicious alien-like aliens the Brood, and she regularly
changed her code name, switching from Ariel to
Sprite before settling on Shadowcat. Precociously
intelligent, she has a technological affinity, and she
honed her original abilities by learning how to par-
tially solidify within machinery to disrupt it and by
walking on air. Her acquisition of a miniature alien
dragon she named Lockheed further established a
unique identity.
The team name evoked Captain Britain's dis-
carded Arthurian origin, but also evoked connec-
tions with X-Men titles. Excalibur based themselves
at an offshore lighthouse, and the eccentricity of
their headquarters was mirrored in the foes they
faced. The Crazy Gang were lunatic but dangerous
versions of Lewis Carroll's playing card characters
from Alice in Wonderland, while Arcade constructed
elaborate death-traps based on pinball machines
and other arcade games. Holy echoes of the 1960s
camp Batman television show! More threatening
was Saturnyne, an other-dimensional conqueror
with a close resemblance to Brian Braddock's previ-
ous girlfriend Courtney Ross, whom she masquer-
aded as, and most dangerous of all was Jamie
Braddock, brother to Brian and Betsy. His ability to
warp reality drove him mad, but he was no less for-
midable for that.
A notable early adventure was sparked by a
fragment of sentient alien technology christened
Widget by Pryde. It activated interdimensional and
trans-temporal gateways that sent Excalibur on a
prolonged tour of space, time and other dimen-
sions. Humor was a significant aspect of the comic,
and significantly weaker after Davis departed in
1989, indicating his plotting input. A pastiche of
Ronald Searle's riotous public schoolgirls from his
St. Trinians cartoons was a brief attempt at restor-
ing the humor that only fully returned with Davis'
appointment as sole writer and artist in 1991.
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X-Men: Generation X
The prolific Davis introduced several new char-
acters. Kylun the Barbarian was a British schoolboy
transported through Widget to a barbarous world
where he grew into an accomplished fighter,
although his mutant power to reproduce any sound
precisely is hardly an essential combat trait. Cerise
was, in effect, an alien recruitment agent for the
Shi'ar Empire. Her escape from an overzealous com-
mander brought her to Earth, where an ability to gen-
erate malleable energy fields became useful. Feron
was a teenage mystic, raised from birth to host the
Phoenix Force, and when it passed him by his arro-
gance became a source of friction within the team.
Even Widget finally achieved the fully functional arti-
ficial life-form he'd been building toward since arriv-
ing on Earth, as a sentient robotic time-portal.
Davis also incorporated characters from his
Captain Britain days. Inept alien mercenaries Tech-
net turned up for a period as Excalibur's tenants,
resulting in slapstick disaster, and police inspector
Dai Thomas was a hostile official presence. A recur-
ring plot device, also inherited from Captain Britain,
was the existence of thousands of extradimensional
Earths, each with a counterpart of Captain Britain.
On one alternate world the Nazis had won World War
II, resulting in a Hauptmann Englande, while other
simulacrums included a pith-helmeted Victorian, a
hippy, and a reptile! Particularly prone to interfering
in the affairs of Captain Britain was Roma, the impe-
rial guardian of Otherworld. While benign, she isn't
above indulging in manipulation to produce results
her innate sorcery can't affect directly.
Post-Davis Excalibur comics entered a protract-
ed five-year decline to cancellation. Davis' creations
were largely ignored or completely forgotten, and
the characters introduced to replace them were
largely cast-offs from other books. Writers trans-
ferred the Russian Colossus from the X-Men (long
revealed as not dead after all), adding raw power to
the team in his organic metal form. Piotr Rasputin
was a gentle giant, the object of a teenage crush for
Pryde, and an artist as well as a fighter. He would
later sacrifice his life to spread the cure for the
Legacy Virus. This affected only mutants, lying dor-
mant before activating with fatal consequences,
and one victim had been Piotr's sister llyana. For-
mer secret service agent Pete Wisdom was a far
more cynical and manipulative type than Scottish
agent Alistaire Stuart, who'd previously accompa-
nied the team. The chain-smoking Wisdom could
fire off "knives" of burning energy from his fingers,
and had a sordidly unhealthy passion for the
extremely young Pryde, who welcomed his
advances. Also incoming, from New Mutants, was
British native Rahne Sinclair, alias Wolfsbane.
Making way for the new characters was
Phoenix, who was shuffled off into the timestream
where she landed in another alternative future and
helped to raise X-Force leader Nathan Summers.
Here she called herself Mother Askani, and eventu-
ally died at a ripe old age. Death, however, has
rarely proved a hindrance to Marvel superheroes,
and time paradoxes have enabled her subsequent
appearance in various incarnations.
Excalibur's last writer was Ben Raab, who was
considerate enough to end the comic in 1998 by
revealing the whereabouts of all cast members for-
gotten by interim scripters, and to give the audience
what they wanted by featuring the wedding of Meg-
gan to Brian Braddock in the final issue. — FP
X-Men:
Generation X
The term Generation X, made famous by author
Douglas Coupland in his book of the same name,
defined an entire generation in the mid-1990s. A
shorthand label that acquired pop culture ubiquity,
"Gen-X" applied to, in Coupland's words, that twen-
ty-something "category of people who wanted to
hop off the merry-go-round of status, money, and
social climbing that so often frames modern exis-
tence." Often referred to by commentators as
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X-Men: Generation X
Generation X #61 © 2000 Marvel Comics.
COVER ART BY TERRY DODSON.
"slackers" and "the generation without a name,"
this core demographic of 47 million was ripe for
catering to, lampooning, and generally just trying to
figure out. The comic book industry was one that
attempted to meet this burgeoning market, and in
1994 Marvel Comics began publishing Generation
X. With a ready-made title of high recognition that
dovetailed neatly with its growing line of X-Men-relat-
ed comics, Marvel soon found an audience for this
groundbreaking book.
Generation X reworked a theme established in
the earliest days of X-Men, that of mutants being
schooled in the use of their abilities. Unlike previ-
ous attempts at a school environment for mutants,
though, this title had a brazen contemporary per-
spective. Co-creator Scott Lobdell had honed his
writing skills submitting gag material to The Tonight
Show, and produced snappy dialogue for convincing
teenagers while initial pencil artist Chris Bachalo
combined appealing character designs with dynam-
ic modern storytelling. His was a talent none of the
succeeding pencilers could match.
Xavier's School for Gifted Youngsters was
based in the Berkshire Mountains of western Mass-
achusetts, removed from the dangers of the X-
Men's Westchester County, New York, headquar-
ters, and the instructors were a decidedly odd cou-
ple. The urbane and sexually charged Emma Frost
had used her powers of mental manipulation to
move within high society, rising to the position of
White Queen among the X-Men's foes the Hellfire
Club, where she trained a group of villainous
mutant teens, the Hellions. Their deaths caused
her to re-evaluate her priorities and initiated her
reform. The Irish Sean Cassidy concealed his
mutant abilities as an NYPD officer before briefly
being forced to use his powers of flight and a deaf-
ening psionic scream in the pursuit of crime. As the
Banshee he is always a reluctant hero, preferring to
romance genetic researcher Moira McTaggart, in
contrast to his daughter, Siryn, who inherited his
abilities and grew to lead X-Force.
The students were a multicultural group. Asian-
American orphan Jubilation Lee (Jubilee) accompa-
nied the X-Men and Wolverine before attending the
school. Her pyrokinetic powers activated on encoun-
tering a mutant-hunting Sentinel, and her sassy and
contrary attitude caused tension with Monacan
Monet St. Croix, alias M, whose myriad abilities
came with a superior social status and attitude.
Invulnerable, strong, telepathic, and able to fly, the
storyline eventually revealed that the Monet who
joined the school was in fact a composite being
formed from her two younger sisters, while the real
Monet was held captive by their brother, Emplate,
Generation X's first and most persistent foe. He
siphoned mutant energy and expelled it in deadly
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X-Men: Generation X
fashion, trapping his sister in a silent form that
functioned on instinct, not intellect. Emplate's initial
encounter with Generation X permitted Monet to
escape and join them, subsequently being named
Penance. It was some while before writers revealed
her true identity, and the cost of regaining her body
was trapping her sisters as Penance.
The final female member of Generation X was
Paige Guthrie, from a small West Virginia mining
community, who calls herself Husk. Her brother
Sam Guthrie had been a founding member of the
New Mutants as Cannonball. The ambitious Paige
accepted her mutant ability to shed skin to reveal
different forms beneath. She became romantically
linked with her teammate, the eccentrically spelled
Jonothon Starsmore from England.
Chamber's force blasts first manifested with a
burst that decimated his lower jaw and throat, an
area he covered with a scarf. Able to communicate
psionically, he grew from a self-pitying loner who
considered himself a freak into short-lived status
among the X-Men.
The African-American Everett Thomas, code-
named Synch, could channel the abilities of any
mutant within his vicinity. The team was rounded out
by Latino Angelo Espinosa, known as Skin, who was
raised in the barrio of East Los Angeles. As a
teenager his skin became gray and pliable, and he
was able to stretch it to considerable lengths,
although no consideration was ever given to whether
or not his muscles and skeleton also stretched and,
if not, what effects this might have upon him. Resi-
dent in the grounds of the Massachusetts academy
was Gateway, an enigmatic silent aborigine able to
open gates in the sky to elsewhere.
Despite ostensibly being there for schooling,
the youngsters were rapidly initiated into combat,
although their encounters were as often as not
prompted by relations between people at the
school. While Emplate was their most persistent
enemy, Emma Frost's two sisters proved every bit
as manipulative and scheming as she. The younger,
Cordelia, attempted to acquire Emma's former posi-
tion as White Queen of the Hellfire Club, while the
elder, Adrienne, was a deadlier proposition. Able to
learn secrets from others merely by "reading"
objects they'd handled, she offered necessary finan-
cial aid but her true agenda was to see the school
destroyed. Ironically she succeeded, but not in the
fashion she had intended. These weren't the only
antagonists in the series: A human student at the
school, Tristan Brawn, had a grandfather possessed
of a talisman that surrounded him with an invulnera-
ble force field, and who headed a criminal organiza-
tion. Banshee's villainous cousin Black Tom Cassidy
also appeared several times, and other foes famil-
iar to X-Men readers included Juggernaut and Toad.
As the series progressed, there were additions
to the cast. Firstly, the far younger Artie and Leech
were relocated from X-Factor under what might be
seen as less than the legal requirement for adult
supervision. Leech could dampen or siphon away
the abilities of any mutant within a certain radius of
him. The silent Artie previously lived among a
mutant community in the New York sewers, and
communicated via sonic "holograms," essentially
projecting pictures. Writers sparingly used the pair,
although they took a greater role in the spin-off
miniseries Daydreamers. The other-dimensional,
millennia-old Gaia was rescued by the team, hung
around for a while, and abruptly departed, having
spent more time acting thirteen years old than hon-
ing almost limitless powers. The Samoan Mondo
was shuffled offstage permanently when he was
murdered by the villain Bastion. A generally cheerful
guy who could assume the qualities of anything he
touched, he was rarely used during slightly more
than a dozen issues with the team.
Generation X pushed Marvel's mutants into new
territory by presenting a convincing cast with whom
the perceived audience could identify. They were not
the clean-cut compliant teenagers who had previous-
ly occupied Marvel titles, although they tended
toward disobedience and mischief rather than out-
right hostility. The blend was enough to make the
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X-Men: New Mutants
comic an instant success in 1994, and the Genera-
tion X Fox TV movie was fast-tracked, screening in
February 1996. While well produced and generally
well received by fans, budgetary restrictions necessi-
tated Chamber, Husk, Penance, and Synch being dis-
carded or replaced by substitutes whose powers
weren't as costly to simulate for television. The plot
centered on a "dream machine" created by Emma
Frost (played by Finola Hughes) that enabled tele-
pathic manipulation. Frost had discarded the device,
only for the students to rediscover it years later with
troublesome consequences.
As the Generation X comic continued, the tone
became considerably darker, with the abduction of
children one topic spotlighted. Synch was killed by
Adrienne Frost, and Emma subsequently murdered
her sister, an act that left vast residual guilt. With
Sean Cassidy also self-absorbed, mourning the
death of Moira McTaggart, the students decided
their education was suffering, and departed the
school, at which point their comic was canceled.
Cassidy was next seen heading a mutant militia
called X-Corps, brought down in very final fashion by
some X-Men villains. He's not been seen since. The
remaining cast is involved with the X-Corporation,
with Frost, Chamber, and Husk joining the core X-
Men team (though Jubilee has occasionally been
seen in the alternate-future Spider-Girl and related
comics as the grown-up leader of the "X-People").
However, the concept, if not the characters, of Gen-
eration Xwent back in session as the new series
Academy X joined many other new or made-over X-
titles in Marvel's spring 2004 publishing event "X-
Men: ReLoad." —FP
X-Men:
NewMvfants
The New Mutants were the first tentative step
toward expanding the X-Men franchise into the mar-
keting behemoth it is today. The original 1960s
premise of X-Men was that of a school where those
with inherent superhuman abilities, or mutants as
they were labeled, would hone their talents away
from the public eye for the eventual betterment of
humankind. The X-Men as relaunched in the 1970s
were a diverse multicultural group, and elements
from both incarnations were combined in the New
Mutants. They were drawn from the global popula-
tion of mutants, but their youth and inexperience
helped them stand apart from the X-Men, while their
similar costumes doubled as school uniforms.
Writer Chris Claremont, then enjoying a sus-
tained creative peak writing X-Men, created the cast
in 1983. Artist Bob McLeod joined him, and the New
Mutants were launched via the then experimental
format of the graphic novel, only Marvel Comic's
fourth to that point. While their title ran a
respectable one hundred issues, none of the original
New Mutants really caught the public imagination.
The most popular has proved to be Cannonball, able
to propel himself through the air with tremendous
force, simultaneously becoming invulnerable. His
powers manifested under extreme conditions when
a cave-in trapped the young Sam Guthrie on his first
day as a miner. His initial characterization was as
unsophisticated and awed, but nowhere near as
reserved and awkward as Wolfsbane, essentially a
werewolf who also assumes transitional forms
between human and wolf. Her costume shreds dur-
ing transformation, leading to embarrassing
moments for the already shy Rahne Sinclair.
Confidence is no problem for Roberto DaCos-
ta, alias Sunspot, scion of a wealthy Brazilian family
whose ability to draw energy from the sun provides
prodigious strength and force blasts. The some-
times aloof Native American Dani Moonstar pro-
jects three-dimensional images drawn from the
minds of others. As the series progressed she also
developed a bond with the Valkyries of Norse leg-
end, from whom she inherited a winged horse
named Brightwind, and learned to predict imminent
death. She never settled on a permanent alias,
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being known as Psyche and Mirage as often as she
was just by her surname. Xi'an Coy Manh was older
than her teammates, a Vietnamese immigrant who
thwarted her Uncle's aspirations to form a criminal
empire via her ability to have others act under her
control. As Karma her participation with the New
Mutants was sporadic, as her priority was always
the welfare of her younger brother and sister.
The initial team was relatively quickly expand-
ed. Ilyana Rasputin, a Russian farm girl and sorcer-
ess, was sister to the X-Men's Colossus. As Magik
hers was a tragic story with a tragic finale. She had
been abducted by an other-dimensional demon
named Belasco as a child and grew to puberty with-
in his realm, but when she escaped back to Earth
mere seconds had elapsed. She later reverted to
her original age, only to succumb to the Legacy
Virus, a fatal disease afflicting only mutants. Amara
Aquilla was retrieved from what was seemingly the
unspoiled Roman civilization Nova Roma secreted
within the Amazonian jungle. As Magma she pos-
sesses assorted volcanic-related abilities.
The early adventures of the New Mutants were
competent, but undistinguished, and it took the
appointment of maverick artist Bill Sienkiewicz in
1984 to provide a unique visual identity. In his artis-
tic debut the team confronted a demonic bear that
Moonstar believed responsible for the disappear-
ance of her parents. Then heavily influenced by the
scratchy distortions of Ralph Steadman, among oth-
ers, Sienkiewicz's bear was a sinister heaving
mass. It transpired that the bear was Moonstar's
parents, transformed by an ancient evil. Sienkiewicz
also concocted the visual template for Warlock, an
alien "techno-organic" life-form memorably con-
veyed as a morphing parade of metallic compo-
nents. At times Warlock would form a protective
suit around Doug Ramsey, whose ability to commu-
nicate with machinery as Cypher was ill-suited to
combat, although his abilities enabled him to per-
ceive reality as Warlock did when within his protec-
tive cocoon. Their relationship grew deeper, and
each began to manifest the personality traits of the
other, a fusion halted by Ramsey's death, protecting
Wolfsbane. Not comprehending the concept of
death, Warlock unsuccessfully attempted to revive
Ramsey's corpse.
In the tradition of the X-Men, although ostensi-
bly studying, the New Mutants stumble into plenty
of adventures. A recurring playground is Belasco's
dimension of Limbo. Bearing many similarities to
conventional depictions of hell, it's populated by
assorted demons, many of whom have aspirations
to control the realm. Writers eventually revealed
that Nova Roma was a civilization populated by the
abductees of the sorceress Selene, who implanted
false memories of a lineage stemming from ancient
Rome. Members of the Hellfire Club provided recur-
ring foes, the most prominent among which were
the Hellions, mirror images of the New Mutants
being trained by the Hellfire Club's White Queen
Emma Frost as future mutant enforcers for the
Club. They were joined briefly by a group of New
Mutants rebelling against the appointment of
reformed villain Magneto as their teacher, but came
to an untimely end at the hands of a mutant psy-
chopath from the future.
Several mutants introduced in X-Factor, and
briefly teamed as X-Terminators, later joined the
New Mutants. Skids projects a body-encompassing
force field, and was romantically entangled with
Rusty Collins, who had heat-related powers, but
rarely displayed them before his death at the hands
of the Mutant Liberation Force. Rictor generates
vibratory waves, while Boom Boom creates small
parcels of detonating energy. Her later change of
code name to Meltdown was well advised. She
would develop a relationship with Cannonball.
Youngsters Artie and Leech also tagged along
before being forwarded to Generation X.
A much-needed boost in profile and popularity
came with the appointment of Rob Liefeld first as
pencil artist, then as co-plotter, in 1990. Not very
much older than some of the characters he drew,
Liefeld brimmed with ideas and enthusiasm, and
possessed a portfolio of superheroes he'd created
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X-Men: X-Force/X-Statix
since his earliest days reading comics. Foremost
among these was Cable. A hulking brute of a man
with muscles larger than most people's heads and
guns the size of supermarkets, he was an imposing
figure with cybernetic body parts and the odd robot-
ic limb. His agenda, though, was not one of harmo-
nious co-existence between mutants: he knew his
enemies, and he planned to sort them out before
they eliminated him.
The final days of the New Mutants saw the
departure of all long-serving team members, with
the exception of Cannonball and Boom Boom, as
Liefeld introduced more new and extreme charac-
ters. One, Shatterstar, dealt with a man restraining
him from behind by impaling them both on his own
sword. With Cable's proactive policies and the new
cast, little was left of the New Mutants, and their
title was canceled in 1991 to pave the way for X-
Force. — FP
X-Men:
X'Force/X-SWx
When launched in 1991, X-Force was sold enclosed
in a plastic bag containing a trading card featuring
one of the team members, an additional premium
cementing Marvel Comics' biggest new success in
years. That it featured grossly distorted artwork and
scant plot, both courtesy of creator Rob Liefeld,
mattered little to the hundreds of thousands of buy-
ers. Where Liefeld triumphed was with creative
enthusiasm. He brimmed with ideas, many of them
good, but ineffective editorial channeling of his
imagination produced confusing comics. None of
this stopped the multitude of scratchy lines and
anatomical liberties that comprised his style from
becoming de rigueur among better selling super-
hero comics of the early 1990s.
As much as Liefeld stamped his personality on
X-Force from the beginning, so did his lead character
Cable. Introduced in the latter issues of the X-Men
spinoff New Mutants, Cable was an instant success.
Direct and brutal, with enormous muscles and even
bigger guns, Cable's mission was to prevent war
between mutants and humankind. His is the type of
convoluted origin, slowly released over a period of
years, that seems inordinately popular with fans of
Marvel's X-Men-related titles. Cable's given name is
Nathan Summers, and he is the son of the X-Men's
Cyclops via a woman Cyclops believed to be his
amnesiac true love, Jean Grey. She wasn't, and their
offspring was infected with a "techno-organic virus"
by X-Men foe Apocalypse. The only alternative to
Nathan's death was to send him 2,000 years into
the future to a society torn asunder by war between
humanity and mutants. While the virus transformed
portions of his body into living metal, its spread was
halted, and Summers was taught to channel his for-
midable telekinetic abilities. Additionally, he became
the complete soldier.
When returned to the present day as an adult,
Cable's self-appointed mission was to seek out and
terminate anyone who threatened the persecution
of mutants, thus intending to prevent the future
he'd experienced. He initially believed this was best
achieved leading a team, and so he co-opted Can-
nonball and Boom Boom from the supergroup New
Mutants and added other members. Domino is a
successful mercenary with the mutant ability to
manipulate luck in her favor, while Feral is a more
aggressive and violent version of the New Mutants'
Wolfsbane, covered in fur and possessing an ani-
mal's heightened senses and speed. She has a
mutually belligerent relationship with her sister
Thornn, who is similarly gifted, and would eventually
join the even more militant Mutant Liberation Front.
The Native American James Proudstar blamed the
X-Men for the death of his brother Thunderbird, and
joined a group of villains in training under his broth-
er's alias. In addition to flying, he performed every
athletic feat at superhuman levels, and his anger
dissipated, leading to a stint as Warpath in X-Force
before joining the X-Corporation. Shatterstar was
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genetically engineered as the perfect warrior and
has an agenda to destroy Mojo, an other-dimension-
al despot who creates action-driven television spec-
taculars as a means of controlling his population.
Writers have dropped broad hints that Shatterstar
is the son of two X-Men, Dazzler and Longshot, who
have spent considerable time in Mojo's dimension.
The backstory Liefeld created for Cable provided
plenty of foes. These included a cloned version of him
sent from the future to ensure mutants and
humankind did fight (Stryfe); his evil son Tyler, also
snatched from the future (but primarily seen in
Cable's own comic); and assorted members of
Cable's previous mercenary team Six Pack, of which
Domino was a member. In fact the Domino who joined
X-Force was a shapeshifting imposter named Copycat,
sent to infiltrate the team by Genesis, Tyler Summers.
Cable left the team early on, and Liefeld soon
after, and it would be years before any imagination
was again applied to the characters. Cannonball,
who had grown considerably from the awkward char-
acter introduced in New Mutants, assumed the
team leadership before temporarily ceding it to
Siryn: The Irish Teresa Cassidy is the daughter of X-
Man Banshee, who believed her killed as an infant
by a terrorist's bomb along with her mother. Inherit-
ing her father's psionic powers, she was raised by
his cousin Black Tom Cassidy, who used her as a
pawn in his criminal plans. Later exonerated, she
assumed a superhero career. Several of the New
Mutants returned to X-Force — Rictor believing Cable
had murdered his father, Moonstar having served
undercover to further Cable's agenda, and Sunspot
with increased powers. Former member of Excalibur
Pete Wisdom also led X-Force, reinforcing their cre-
dentials as a mutant strike force.
The comic coasted until the arrival of writer
Peter Milligan and artist Michael Allred in 2001.
They dispensed with the entire previous cast, along
with the concept of a mutant militia, instead intro-
ducing new characters in a broadly based satire of
media manipulation and the motivations of super-
heroes. This X-Force only shared the name with the
previous team, and then only briefly as they were
relaunched as X-Statix. These mutants were teen
idols responsible for generating masses of merchan-
dising dollars via the televising of their carefully cho-
sen missions, always for a hefty fee. The fatality rate
was high, and the characters largely arrogant, mer-
cenary, self-serving, and resolutely unpleasant.
The leadership of this in-fighting bunch fell to
Guy Smith, code-named Orphan, a depressive who
plays a nightly game of Russian roulette. The
phrase "acute sensitivity" describes both his
mutant ability and nature. He loved the latterly
deceased teleporting U-Go Girl, who was an atypical
heroine, having given birth as a teenager, then leav-
ing her daughter to be raised by her mother while
she pursued a career as a superhero. Anarchist,
Tike Alicar, with the unlikely gift of toxic sweat, pro-
motes the agenda of African-American militancy,
resenting the whitebread world, but quick to exploit
any means of making money from it, to the extent
of organizing a stadium tour to rake in some cash.
He is joined in this by Dead Girl, who has a mysteri-
ous past, awakening in a graveyard after burial. She
can "read" corpses for information and can rebuild
her own body from any injury, continuing to animate
severed limbs. Billy Bob Reilly posed as trailer trash
to earn his place on the team, rightly guessing it
would render him more media-friendly than his actu-
al middle-class upbringing and an ability to bloat
various parts of his body as Phat. He has also dis-
covered his homosexuality via liaisons with team-
mate Vivisector, a werewolf, that began as attempts
to increase their media profile. The most mysteri-
ous member of the team is the alien Doop, resem-
bling nothing so much as a flying potato with arms
and eyes who communicates via an alien language
understood by very few. Editors established that he
is known to other Marvel mutants, and within X-
Force/X-Statix provides the action video feeds.
X-Sfat/x continues the Milligan and Allred
satire, adding Venus Dee Milo to the team, a female
composed of pure energy who teleports and sends
out energy blasts. Most previous members of X-
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X-Men in the Media
Force now have positions within the global X-Corpo-
ration. — FP
X-Men hi
fjhe Media
They are the children of the atom, their superpowers
manifesting themselves as they enter their teenage
years. These uncanny teens are mutants — homo
superior — and while they are feared by the non-
mutant public, they are also pulled in two directions.
Will they join the side of pacifism and good, training
under Professor Charles Xavier at his Westchester
County private school in New York, or will they allow
their anger and displacement to pull them toward
the side of Magneto and his Brotherhood of Evil
Mutants? So began the saga of The X-Men, created
by Stan Lee and Jack Kirby, and debuting in Septem-
ber 1963. Mutant heroes Cyclops, Marvel Girl,
Angel, Iceman, and Beast were joined in summer
1975's Giant-Size X-Men #1 by all-new mutants
Wolverine, Colossus, Storm, Nightcrawler, and Thun-
derbird. And although it would be the latter incarna-
tion that would gain incredible popularity in the
comics and the media alike, the original X-Men did
appear on television early in their career.
In the fall of 1966, animators and producers
Robert Lawrence, Grant Simmons, and Ray Patter-
son — under the company name of Grantray-
Lawrence — debuted the syndicated daily animated
program called The Marvel Super-Heroes. Each
weekday half-hour episode put the spotlight on a
different hero with a three-part adventure. Captain
America was Monday, The Incredible Hulk was Tues-
day, Iron Man was Wednesday, Mighty Thor was
Thursday (naturally), and Sub-Mariner was Friday.
One three-part Sub-Mariner episode was adapted
from Fantastic Four #6 (September 1962) and Fan-
tastic Four Annual #3 (1965), but the producers
could not use the actual Fantastic Four characters
#K
because another studio owned the animation
rights. Instead, the X-Men were brought into the
fray, pinch-hitting for the FF. Unfortunately, The Mar-
vel Super-Heroes only lasted one season, so this
version of the X-Men did not reappear (except in
syndicated reruns of the series).
Although the villainous Magneto made an
appearance in a 1978 episode of The New Fantas-
tic Four, it wasn't until NBC's Spider-Man and His
Amazing Friends began in the fall of 1981 that the
X-Men reappeared in animation. On this series, Spi-
der-Man was teamed with Iceman and newcomer
Firestar (who was later integrated into the comic-
book Marvel universe in New Mutants and New War-
riors). Several episodes guest-starred the X-Men or
their friends and foes, acknowledging both Iceman
and Firestar's past. Japanese mutant Sunfire guest-
starred once, while Magneto gained control of New
York another time. Episodes aired during the
1982-1983 season — when the title was changed
to The Incredible Hulk and the Amazing Spider-
Man — showed the X-Men in the origin stories for
both Iceman and Firestar. In the third and final sea-
son (1983-1984's The Amazing Spider-Man and
the Incredible Hulk) the mutants guest-starred
again, in a tale entitled "The X-Men Adventure." Pre-
sent were Professor X, Cyclops, Kitty Pryde, Storm,
Nightcrawler, Colossus, and Thunderbird.
Eventually, Marvel Productions felt it was ready
for a regular X-Men series, and a half-hour Uncanny
X-Men pilot was made in 1988. "Pryde of the X-
Men" related the story of Kitty Pryde's first few days
with the team of mutants (who included Professor
X, Cyclops, Storm, Wolverine, Colossus, Night-
crawler, and Dazzler), as they fought against Magne-
to, the White Queen, Juggernaut, Blob, Pyro, and
Toad. Marvel Productions hoped to sell the X-Men
as a series, but no network was interested, and the
cartoon went on the shelf. It was shown as part of
the Marvel Universe syndicated show in 1988, and
released on video in 1990.
Carolco optioned the rights to the X-Men for
use in a feature film in 1991, but shortly after
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X-Men in the Media
From left to right: Patrick Stewart (Professor Charles Xavier), Anna Paquin (Rogue), James Marsden (Cyclops), Shawn Ash-
more (Iceman), Famke Janssen (Jean Grey), Halle Berry (Storm), and Hugh Jackman (Wolverine) reprise their X-Men roles
in X2: X-Men United.
James Cameron's Lightstorm Entertainment
expressed interest in producing the film Carolco
ran into money problems, and eventually went
under. This film script, Wolverine and the X-Men,
was written by Gary Goldman, and it detailed
teenage Kitty Pryde's first days at the Xavier School
for Gifted Youngsters.
Margaret Loesch had worked with Marvel Pro-
ductions from 1984 to 1990, and when she became
head of Fox Children's Network in 1990, she bought
a revival of the X-Men project she had championed
in 1988. Marvel teamed with animation producers
Saban Entertainment and Graz Entertainment to pro-
duce the new X-Men, featuring Marvel's hottest
mutants. A trio of animated episodes debuted in
October and November 1992, but delays in produc-
tion — and shoddy work by one of the overseas ani-
mation studios — delayed the series. X-Men re-pre-
miered in January 1993. The show immediately gar-
nered excellent ratings, and finished its run in 1997,
after airing seventy-six episodes.
Fox's X-Men series was serialized, with each of
the episodes continuing into the next, although
most of them also stood alone as separate shows.
The main X-Men team was Wolverine, Cyclops, Gam-
bit, Storm, Rogue, Jubilee, and newcomer Morph,
though a secondary team of background players
included Beast, Professor X, and Jean Grey. Villains
included Magneto, the Sentinels, the Morlocks, Mr.
Sinister, Lady Deathstrike, and many others. A vast
array of X-characters and Marvel superstars showed
up over the course of the series.
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Perhaps no Marvel series was as completely
faithful to its comic-book origins as was this X-Men.
Some storylines were adapted from the comics,
including multi-part adventures detailing Jean Grey's
evolution from Phoenix to Dark Phoenix, and her
eventual redemption. Character designs and art-
work by comic-book veterans Will Meugniot, Larry
Houston, and Rick Hoberg (who all previously
worked on the "Pryde" pilot) made the characters
look like they had stepped off of the comics' pages.
Although Carolco's X-Men film languished, pro-
ducers Bill Todman and Joel Simon picked up the
film rights to a Wolverine movie, but it went
nowhere. The next X-/Wen-related project was actual-
ly based on an X-Men spin-off comic-book series.
Generation X was a live-action pilot telefilm that
aired on Fox on February 20, 1996. In this version,
Banshee (Jeremy Rathchford) and White Queen
(Finola Hughes) ran Xavier's school, helping to train
new teen mutants such as Jubilee, Skin, Mondo,
and M, as well as non-comics characters Refrax and
Buff. Although it fared well in the arenas of story
and direction and ratings weren't too shabby, no fur-
ther Generation X specials were completed.
Marvel's mightiest mutants finally reached live-
action status on July 14, 2000, the premiere date of
20th Century Fox's big-budget X-Men feature film.
Bryan Singer directed, from a story and script by a
large group of writers (though credits only showed
Tom DeSanto, Singer, and David Hayter). In this gor-
geous drama, Charles Xavier (Patrick Stewart) and
Magneto (Sir Ian McKellan) lock powers when Mag-
neto plots to mutate most of New York. Many of
Xavier's star pupils were present: Jean Grey (Famke
Janssen), Cyclops (James Marsden), Storm (Halle
Berry), and Rogue (Anna Paquin). Newcomer Hugh
Jackman stepped into the role of feral Wolverine
after actor Dougray Scott was unable to start the
film due to scheduling conflicts. Magneto's cohorts
included Mystique (Rebecca Romijn-Stamos), Saber-
tooth (Tyler Mane), and Toad (Ray Park), while intoler-
ant Senator Robert Kelly (Bruce Davison) and his
Mutant Registration Act provided even more conflict.
Following a film debut on New York's Ellis
Island (a location that had been replicated for the
denouement of the film), X-Men was an immediate
success. Critics were rapturous, and the public
loved the mutants, guiding X-Men to more than
$157 million in United States box office receipts
alone. Jackman in particular went from relative
obscurity to immediate superstar status in Holly-
wood. A wide variety of licensing was released,
including action figures, statues, apparel, posters,
and more, and two versions of the DVD were
released to tremendous sales. Following the first
film's success, an X-Men sequel was immediately
put into development, but some other X-projects
would beat it to the punch.
First out of the gate was a new animated series
for the WB network titled X-Men: Evolution. Debuting
on November 4, 2000, the new series turns back
the clock, showing the mutants as younger versions
of their film — and comic-book — counterparts. The
main group at Xavier's school is now Cyclops, Jean
Grey, Wolverine, Nightcrawler, Rogue, Storm, Shadow-
cat (Kitty Pryde), and new creation Spyke. Though
they initially face Mystique and Magneto's group of
nasty teen mutants Toad, Blob, Avalanche, and
Quicksilver, these X-Men have also squared off
against other familiar faces, including Sabertooth,
Juggernaut, Apocalypse, Pyro, and Callisto. Other
mutant heroes have joined them overtime, including
Forge, Iceman, Beast, and Jubilee.
Like its animated predecessor, WB's X-Men: Evo-
lution was a ratings hit, and fans responded to the
clean art style and strong stories. The fourth season
began in the fall of 2003. X-Men: Evolution has gen-
erated toy lines and fast food premiums, as well as
apparel and multiple video and DVD releases.
In October 2001, the syndicated Mutant X tele-
vision series began airing, but even though it is pro-
duced by Marvel and based on an X-Men comic
book spin-off, Mutant X does not have anything to
do with the X-Men continuity. Fox sued production
company Tribune twice to make certain that the
series would not tread too closely to its film fran-
«&&
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X-Men Villains
chise; Fox lost both times, and the series moved
forward (though Tribune filed their own lawsuit
against Marvel in late 2003). On Mutant X, a group
of attractive twenty-something non-code-named
mutants who are genetically engineered help other
mutants come to terms with their powers. The cast
includes John Shea, Forbes March, Victor Webster,
Lauren Lee Smith, and Victoria Pratt; in its third
season, Karen Cliche joined the Mutant Xcast. A
recurring villain on the series is Mason Eckhart
(Tom McCamus), the man who murdered the head
of the government project that engineered the
mutants. Mutant X began its third season in fall
2003, and a line of DVDs has been released (oddly,
a two-part comic book spin-off flopped).
While X-Men: Evolution and Mutant X continued
on the airwaves, filming on the X-Men film sequel
was ongoing from spring 2002 forward. Bryan
Singer returned to direct, reuniting most of the first
film's cast. This time though, Magneto and Mys-
tique are forced to aide the X-Men when insane mili-
tary leader William Stryker (Brian Cox) invades
Xavier's school and captures the mutant-detecting
Cerebro device. New mutants Nightcrawler (Alan
Cumming) and Iceman (Shawn Ashmore) get some
great effects sequences — and some nice character-
ization — while young Pyro (Aaron Stanford)'s seduc-
tion to the side of evil is effective, and Lady Deat-
shtrike (Kelly Hu) holds her own in a deadly battle
against Wolverine in the laboratory where they were
both "built."
X2: X-Men United was released on May 2,
2003, to acclaim and high ticket sales. Most critics
said that this was one of the rare sequels that actu-
ally surpassed its predecessor, and its box office
receipts in the United States topped $214 million!
As had the first film, X2 inspired a wide variety of
licensing, as well as a deluxe DVD release as 2003
drew to a close.
Although not everyone in the cast is signed to
reappear, development work on X-Men 3 is already
underway. Forty-plus years after their comic-book
debut, who knew that the mutant underdogs would
one day rule the media? That kind of foresight
would take powers greater than those of ordinary
humans.... — AM
X-Men Mains
While the X-Men heroes have enjoyed a rich history
and a dedicated fan following, no less have the X-
Men villains made their mark on the pages of X-Men
and related comics over the past forty years. Making
his debut in 1963 along with the X-Men themselves,
by far the most majestic and implacable foe the X-
Men have faced is Magneto, master of magnetism.
He is a complex individual whose thoughts about the
co-existence of humanity with mutants veer from mili-
tant separatism to benign compatibility. In comics
from the early 1990s he was even an ally of the X-
Men. Known as both Magnus (to Professor X) and
Erik Lehnsherr, both believed aliases, he was the
sole member of his family to survive a Nazi concen-
tration camp, and the experience instilled an early
belief that mutants could only survive by uniting to
enslave humanity. To this end he formed the mutant
terrorist group the Brotherhood of Evil Mutants, which
numbered among its members the speedster Quick-
silver and the Scarlet Witch, who could affect proba-
bility, at the time unknown to any party as his chil-
dren. They later reformed and became mainstays of
the Avengers. Creators Stan Lee and Jack Kirby were
obviously pleased with their imposing mutant, and he
encountered the X-Men in just under half the issues
Lee wrote.
Magneto has operated from several bases over
the years, notably genetically engineering a group of
mutants in an Antarctic jungle, manning a headquar-
ters in the Bermuda Triangle, operating from an
asteroid orbiting Earth, and finally establishing the
mutant separatist state of Genosha. He was seem-
ingly killed when a cadre of Sentinels slaughtered
almost the entire population. Magneto has been
presumed dead before though, and it has not hin-
dered his activities.
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X-Men Villains
Hugh Jackman (Wolverine) takes on Stryker's soldiers in X2: X-Men United.
Magneto has served as an inspiration to a
group of mutant refugees who allied themselves to
him as the Acolytes, carrying out his bidding. Their
number grew enormously, and all joined him on
Genosha, where they presumably died. His concept
of a Brotherhood of Evil Mutants has proved surpris-
ingly sustainable under several incarnations. The
longest-lived member is Fred Dukes, the Blob, a
man who cannot be moved when grounded, and
whose enormous bulk defies injury. In the 1960s
he was often teamed with Unus, who projected an
impenetrable force field, and eventually suffocated
when it ceased to admit any air.
After Magneto it was Mystique who revived the
team. Inexplicably blue-skinned in her natural form,
she is able to morph into any other human shape,
and has maintained several long-standing cover
identities. Her real name remains unknown, and
she spent much of her life infiltrating official organi-
zations, the secrets she disinterred convincing her
mutants should conquer humankind. Like Magneto,
she is extraordinarily long-lived, having been known
as far back as the 1930s. Her Brotherhood includ-
ed the fire-controlling Pyro; Avalanche, who generat-
ed vibrations from his hands; the precognitive Des-
tiny; Post, a heavily armored assassin; and future X-
Men member Rogue. A third incarnation of the
Brotherhood was organized by the agile but often
subservient Toad, a member of the original group.
His new recruits were Phantasia, who disrupted
mutant powers and machinery; and Sauron, or Dr.
Karl Lykos, who had menaced the X-Men alone on
several occasions. Driven by a desire to drain the
life forces of others to empower himself, in his
Sauron form Lykos is a pterodactyl with an almost
irresistible hypnotic stare.
09*
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X-Men Villains
Humanity's fear of mutants was exemplified
very early on by Dr. Bolivar Trask, who created thirty-
foot-tall mutant-hunting robots in attractive shades
of purple. Trask didn't survive their first outing, but
they've continued to menace mutants for decades.
Self-perpetuating on occasions, the robots' greatest
strength is their adaptive nature. Other than sheer
brute force, one method of destroying an individual
Sentinel will never work against another. For the
new millennium a new breed of Sentinel emerged.
No longer confined to the single form, this new
breed incorporates even microscopic Sentinels that
access the bloodstream, but are still programmed
to destroy mutants.
The deadliest X-Men foe is Apocalypse. Aban-
doned as an infant five thousand years ago, he
made his home aboard an alien vessel he discov-
ered, learning the technology, constructing a suit of
bio-armor and becoming, to all intents and purpos-
es, immortal. He has battled groups of mutants
several times over the years, often via agents he
designated Horsemen after transforming them,
including X-Men Angel and Wolverine at different
periods. His purpose is to usher in a new era under
his control, and he temporarily succeeded in insti-
tuting the alternate reality known as Age of Apoca-
lypse, in which mutants dominated North America.
Familiar characters were warped here, their motiva-
tions altered, but the familiar timeline was eventual-
ly restored.
Among those to benefit from Apocalypse's
technology was nineteenth-century geneticist Natha-
nial Evans, whose experiments resulted in expul-
sion by his peers. He was transformed by Apoca-
lypse into Mr. Sinister, in absolute control of every
individual molecule of his body, allowing him to fun-
nel energy blasts and transform his shape. In addi-
tion, he is telepathic. Manipulating events that
affected the X-Men for years, Mr. Sinister's object
was to control the offspring of X-Men Scott Sum-
mers and Jean Grey. Thwarted in this, he continues
to menace the X-Men, maintaining a hostile collec-
tion of mutants known as the Marauders, whose
greatest crime included obliterating a group of Mor-
locks, mutants who lived in the New York sewers.
The Morlocks themselves had fought the X-Men
several times, temporarily ceasing hostilities when
their leader Callisto was defeated in single combat
bytheX-Men's Storm.
The villain behind one of the most fondly
remembered X-Men sequences was eventually
revealed to be Mastermind. Physically unattractive,
Mastermind began his career as one of Magneto's
Brotherhood of Evil Mutants, with his powers of illu-
sion able to affect all senses. Later, disguising his
appearance he romanced what he presumed to be
the X-Men's Jean Grey. Actually, he was meddling
with a fragment of the exceptionally powerful
Phoenix Force masquerading as Grey, and his men-
tal tampering unleashed her full powers, rendering
him comatose for years. Given the civilian identity
of Jason Wyngarde by the creative team of Chris
Claremont and John Byrne, his visual appearance
was very much based on British actor Peter Wyn-
garde, best known for his role as the arch-camp
secret service agent Jason King. He died, but not
before passing on his powers to two daughters.
Claremont and Byrne also tapped reality for their vil-
lainous Hellfire Club, updating the actual eigh-
teenth-century immorally indulgent organization fre-
quented by bored young aristocrats of the age. The
X-Men version, under the leadership of the formida-
ble Sebastian Shaw, is more concerned with global
domination through political influence. Shaw can
absorb and redirect any energy, and fellow mem-
bers of his Inner Circle have been equally intimidat-
ing, if prone to plots resulting in their own downfall.
One of the X-Men's oldest foes, the Juggernaut,
reformed in 2003 and joined the team. Cain Marko
is step-brother to Charles Xavier, and his abilities
were supernaturally rather than genetically conferred
when he picked up a mystical gem. He was trans-
formed into an entity more than matching his cho-
sen name, being a match for all but the strongest
heroes in sheer physical power. His helmet blocks
all telepathic influence, although he has been rapidly
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X-Men Villains
defeated on occasions when it has been displaced.
Juggernaut has often allied himself with an Irish ter-
rorist and mercenary named Black Tom Cassidy.
Rather than having any consistency, his abilities
have adapted to suit the plots he has been involved
in. While always able to channel heat blasts through
a cane he carries, in the 1990s creators portrayed
him growing to giant size and controlling plant life. A
surprisingly charming parallel-universe series about
his son, J-2, ran for one year (1998-1999).
Another villain who's experienced periods of
reform among the X-Men is the vicious amoral killer
Sabretooth, alias Victor Creed, although he has
also been affiliated with the Brotherhood of Evil
Mutants and the Marauders. Sabretooth has ties to
X-Men member Wolverine, with similar heightened
senses, healing ability, and indestructible adaman-
tium skeleton and claws, the latter resulting from
experimentation at the Weapon X project. At one
time writers suggested he was Wolverine's father,
which is not the case, but like Wolverine his memo-
ries were wiped and false memories implanted at
Weapon X. Beyond an abusive father, then, his true
background remains unknown to readers.
The X-Men have defeated myriad foes on
numerous occasions, but a policy against killing if
at all possible results in their inevitable return, and
readers wouldn't have it any other way. — FP
tffi
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fZeAcutceb
PeBIOPICMS ANP FANZIMS
Alter Ego. Published monthly by TwoMorrows Publish-
ing, 10407 Bedfordtown Dr., Raleigh, NC 27614.
www.twomorrows.com
Anime Insider. Published monthly by Wizard Enter-
tainment, 151 Wells Avenue, Congers, NY 10920-
2064. www.wizarduniverse.com
Animerica. Published monthly by Viz Communica-
tions, 655 Bryant Street, San Francisco, CA 94107.
www.animerica-mag.com
Back Issue. Published bimonthly by TwoMorrows
Publishing, 10407 Bedfordtown Dr., Raleigh, NC
27614. www.twomorrows.com
Comic Book Artist. Two-time winner of the Eisner
Award. Published bimonthly by Top Shelf Produc-
tions, P.O. Box 1282, Marietta, GA 30061-1282.
www.topshelfcomix.com
Comic Shop News. Published weekly by Comic Shop
News, Inc. Available at comic-book shops or
through Diamond Distributors, 1966 Greenspring
Drive #300, Timonium, MD 21903.
www.csnsider.com
Comics Interview. Published by Fictioneer Books,
Ltd., 52 Trillium Lane, Screamer Mountain, Clayton,
GA 30525.
The Comics Journal. Published monthly by Fanta-
graphics Books, 7563 Lake City Way NE, Seattle,
Washington, 98115. www.tcj.com
International Journal of Comic Art. Published twice
yearly by John A. Lent, 669 Feme Blvd., Drexel Hill,
PA 19026.
The Jack Kirby Collector. Published quarterly by
TwoMorrows Publishing, 10407 Bedfordtown Dr.,
Raleigh, NC 27614. www.twomorrows.com
Newtype USA. Winner of "Best Anime Publication,
North America" Award at Anime Expo 2003 from the
Society for the Promotion of Japanese Animation
(SPJA). Published by A.D. Vision, Inc., P.O. Box
631607, Houston, TX 77263. www.newtype-usa.com
Protoculture Addicts. Published monthly by Protocul-
ture, P.O. Box 1433, Station B, Montreal, Quebec,
Canada H3B 3L2. www.protoculture-mag.com
Wizard: The Comics Magazine. Published monthly by
Wizard Entertainment, 151 Wells Avenue, Congers,
NY 10920-2064. www.wizarduniverse.com
NONACTION WOBKS
Anime
Baricordi, Andrea, et al. Translated from the Italian
by Adeline D'Opera and presented by Claude J. Pel-
letier. Anime: A Guide to Japanese Animation
(1958-1988). Montreal: Protoculture, 2000.
Clements, Jonathan, and Helen McCarthy. The
Anime Encyclopedia: A Guide to Japanese Animation
since 1917. Berkeley, CA: Stone Bridge Press, 2001.
TH£ SUPBBHeiZO BOOK
*I
Resources
Kinsella, Sharon. Adult Manga: Culture and Power in
Contemporary Japanese Society. Honolulu: Universi-
ty of Hawaii Press, 2000.
Ledoux, Trish, and Doug Ranney. The Complete
Anime Guide, 2nd ed. Issaquah, WA: Tiger Mountain
Press, 1997.
McCarthy, Helen. The Anime Movie Guide: Movie-by-
Movie Guide to Japanese Animation. Woodstock, NY:
The Overlook Press, 1997.
Patten, Fred. "TV Animation in Japan." Fanfare (May
1980).
Poitras, Gilles. The Anime Companion: What's Japan-
ese in Japanese Animation? Berkeley, CA: Stone
Bridge Press, 1998.
. Anime Essentials: Everything a Fan Needs to
Know. Berkeley, CA: Stone Bridge Press, 2001.
Schodt, Frederik L. Manga! Manga! The World of
Japanese Comics. Tokyo and New York: Kodansha
International, 1983.
Comic Book Academia
and History
Benton, Mike. The Comic Book in America: An Illus-
trated History, 2nd edition. Dallas, TX: Taylor Pub-
lishing Company, 1993.
. Masters of Imagination: The Comic Book
Artists Hall of Fame. Dallas, TX: Taylor Publishing
Company, 1994.
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Horn, Maurice, ed. Trie World Encyclopedia of
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Kunzle, David. The Early Comic Strip. Berkeley: Uni-
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Life of Stan Lee. New York: Fireside, 2002.
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the Comics Code. Jackson: University Press of Mis-
sissippi, 1998.
Overstreet, Robert M. The Overstreet Comic Book
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Reitberger, Reinhold, and Wolfgang Fuchs. Comics:
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1985.
Sanderson, Peter. Marvel Universe. New York: Harry
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Savage, William W., Jr. Comic Books and America,
1945-1954. Norman: University of Oklahoma
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Simon, Joe, and Jim Simon. The Comic Book Mak-
ers. New York: Crestwood Publications, 1990.
Steranko, James. The Steranko History of Comics. 2
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Wertham, Fredric. Seduction of the Innocent. New
York: Rinehart and Company, 1954.
Wiater, Staley, and Stephen R. Bissette. Comic Book
Rebels: Conversations with the Creators of the New
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Wright, Bradford. "The Vietnam War and Comic
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. Comic Book Nation: The Transformation of
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Superhero Wit and Wisdom
Beatty, Scott. Batman: The Ultimate Guide to the
Dark Night. New York: Dorling Kindersley, 2001.
. JLA: The Ultimate Guide to the Justice League
of America. New York: Dorling Kindersley, 2002.
. Superman: The Ultimate Guide to the Man
of Steel. New York: Dorling Kindersley, 2002.
Benton, Mike. Superhero Comics of the Silver Age:
The Illustrated History. Dallas, TX: Taylor Publishing
Company, 1991.
. Superhero Comics of the Golden Age: The
Illustrated History. Dallas, TX: Taylor Publishing Com-
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Bongco, Mila. Reading Comics: Language, Culture,
and the Concept of the Superhero in Comic Books.
New York: Garland, 2000.
Brooker, Will. Batman Unmasked: Analyzing a Cul-
ture Icon. London and New York: Continuum, 2000.
Brown, Jeffrey A. Black Superheroes, Milestone
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Mississippi, 2001.
Colon, Suzan. Catwoman: The Life and Times of a
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Coogan, Peter. "The Secret Origin of the Superhero:
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. Batman: The Complete History: The Life and
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websites
Amazon Princess: The Complete History. San Fran-
cisco, CA: Chronicle Books, 2000.
AC Comics, www.accomics.com
Anime News Network, www.animenewsnetwork.com
Anime Web Turnpike, www.anipike.com
Animefringe. www.animefringe.com
Animation World Network, www.awn.com
Archie Comics, www.archiecomics.com
Comic Book Resources. www.ComicBookResources.
com
Comic Shop News, www.csnsider.com
Dark Horse Comics, www.darkhorse.com
DC Comics, www.dccomics.com
Diamond Comics, www.diamondcomics.com
Don Markstein's Toonpedia. www.toonpedia.com
The Grand Comics Database Project, www.comics.org
Lambiek Comiclopedia. www.lambiek.net
Marvel Comics, www.marvel.com
The Online World of Anime and Manga, www.ex.org
Silver Bullet Comic Books, www.silverbulletcomic
books.com
World Famous Comics, www.worldfamouscomics.com
TH£ SUPBBHeiZO BOOK
*3
Resources
ORGANIZATIONS ANP
FAN CLUBS
The Comics Arts Conference is a conference
designed to bring together comics scholars, practi-
tioners, critics, and historians who wish to promote
or engage in serious study of the medium, and to
do so in a forum that includes the public. Affiliated
with the Comic-Con International, the CAC home-
page can be found at www.hsu.edu/faculty/duncanr/
cac_page.htm
tf*
TH£ SUPBBHeiZO BOOK
'pfofo and 9Mu&tfcificH< CtedltS
The following materials are reprinted with permission:
ACTION GIRL and Action Girl Comics © & ™ 2004
by Sarah Dyer. All rights reserved.
ASTRO BOY: TETSUWAN ATOM by Osamu Tezuka ©
2004 by Tezuka Productions. All rights reserved.
English translation rights arranged with Tezuka Pro-
ductions.
ASTRO CITY © 2004 Juke Box Productions. All
rights reserved.
BATTLE OF THE PLANETS artwork copyright 2004
Sandy Frank Entertainment.
BIG BANG COMICS © 2004 Gary Carlson and Chris
Ecker.
COBRA © 2004 Buichi Terasawa/A-GIRL Rights. All
rights reserved.
Comics Code Authority seal ™ Comics Magazine
Association of America.
CUTEY BUNNY © & ™ 2004 Joshua Quagmire.
DARK HORSE comics are published by Dark Horse
Comics, Inc. Dark Horse Comics® & the Dark Horse
logo are registered trademarks of Dark Horse
Comics, Inc. GHOST, GO BOY 7, and THE MASK ™ &
© 2004 Dark Horse Comics, Inc.
DNAGENTS © 2004 Mark Evanier and Will Meuge-
niot.
DRAGON BALL © 1984 by BIRD
STUDIO/SHUEISHA, Inc. All rights reserved.
FREEDOM COLLECTIVE © 2004 Rough Cut Comics.
All rights reserved.
HELLBOY: Mike Mignola's Hellboy
Mike Mignola. All rights reserved.
1 & © 2004
MADMAN: Text and illustration of Madman Comics
© & ™ 2004 Michael Allred.
RISING STARS © 2004 J. Michael Straczynski and
Top Cow Productions. Rising Stars™, its logo, and
all related characters are ™ and © J. Michael
Straczynski. All rights reserved.
THE ROCKETEER © 2004 Dave Stevens.
SAILOR MOON first published in Japan by Kodan-
sha, Ltd. © Naoko Takeuchi; Kodansha Ltd. English
text copyright © 1998 TOKYOPOP Inc. All rights
reserved.
THE SAVAGE DRAGON © 2004 Erik Larsen.
SHADOWHAWK © 2004 Jim Valentino.
SPAWN © 2004 Todd McFarlane.
THE SPIRIT © 2004 Will Eisner. Reprinted courtesy
of Will Eisner Studios, Inc.
TEENAGE MUTANT NINJA TURTLES®, including
Raphael®, Michaelangelo®, Leonardo®, Donatello®,
and April O'Neil®, are registered trademarks of
Mirage Studios USA. Based on characters and
comic books created by Peter A. Laird and Kevin B.
Eastman. All rights reserved.
T.H.U.N.D.E.R. AGENTS © & ™ 2004 John Car-
bonaro. All rights reserved.
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Photo and Illustration Credits
TVANPFUM STIUS CZZPITS
page 63: © Warner Bros./DC Comics; page 109: ©
Universal Television/CBS; page 129: ©Warner
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Bros./DC Comics; page 166: Twentieth Century
Fox/Regency/The Kobal Collection/Zade Rosenthal;
page 235: © Stephen J. Cannell Prods./ABC; page
264: © Universal Studios/CBS; page 266: Univer-
sal/Marvel Entertainment/The Kobal Collection;
page 296: © Hanna-Barbera Prods./NBC; page 306:
© Warner Bros./ABC; page 344: © Saban Entertain-
ment; page 380: © King Features/Hearst Entertain-
ment; page 384: © Ruby Spears Enterprises/ABC;
page 401: © Warner Bros./DC Comics; page 438:
© Hanna-Barbera Prods./Cartoon Network; page
456: Columbia/Marvel/The Kobal Collection; page
459: Columbia/Marvel/The Kobal Collection; page
461: © Marvel Productions/Genesis Entertain-
ment/Fox Children's Network; page 473: © Warner
Bros./DC Comics; page 484: © Viacom; page 491:
© Marvel Productions/New World/Saban Entertain-
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555: © Universal Television/USA Network; page
577: © Marvel Enterprises/Saban Entertainment/
Fox Children's Network; page 584: © United Artists;
page 603: © Fox Children's Network/Sunbow Pro-
ductions; page 633: © Warner Bros./CBS; page
655: © Twentieth Century Fox/Kerry Hayes/SMPSP;
page 658: Twentieth Century Fox/Marvel Entertain-
ment/The Kobal Collection/Nels Israelson.
<tf>
TH£ SUPBBHeiZO BOOK
^ndex
A Carnival of Comics, 229
"A Day in the Life," 530
A Distant Soil, 21
A Touch of Silver (1997), 275
AAA Pop Comics, 323
Aardvark-Vanaheim, 105
Abba and Dabba, 385
Abbey, Lynn, 526
Abbott, Bruce, 147
ABC See America's Best
Comics (ABC)
ABC News, 565
ABC Warriors, 441
Abhay (Indian superhero), 283
Abin Sur, 240, 582
Abner Cadaver, 416
Abomination, 259-260, 266,
577
Aboriginie Stevie, 583
About Comics, 194
Abra Kadabra, 220, 575
Abrams, J. J., 549
Abrams, Jeffrey, 542
Absorbing Man, 267, 577
AC Comics, 1, 140, 160, 210,
212, 234, 514, 532, 560
AC Comics Heroes, 1-2
See also Astra, Astron,
Black Cobra, Black Ter-
ror, Black Venus, Blue
Bulleteer, Bolt, Captain
Flash, Captain Free-
dom, Captain Paragon,
Captain Wings, Cat-
Man, Commando
Yank, Dynamicman,
Eagle, Femforce, Fight-
ing Yank, The Flame,
Golden Lad, Green
Lama, Grim Reaper,
Miss Masque, Miss
Victory, Nightveil, Owl,
Pyroman, Rio Rita,
Rocketman, Scarlet
Scorpion, Shade, She-
Cat, Yankee Girl
Academy X, 650
Acclaim Entertainment, 563,
613
Ace, 42
Ace Comics, 160, 378
Ace Magazines, 427
Ace of Space, 440
Ace Periodicals, 77
Ace the Bat-Hound, 59, 72,
402, 562
"Aces," 527
ACG, 42
Achille le Heel, 342
Acolytes, 658
Acrata (Planet DC), 282
Acrobat, 578
Action #23, 550
Action Ace, 551
Action Boy, 110, 111
Action Comics, 41, 80, 90,
171, 342, 440, 479, 481,
486, 489, 495, 498, 500,
501, 502, 509, 510, 522,
534, 539, 550, 552, 562,
615
Action Comics #1 (Super-
man's debut, 1938),
172,229,305,313,
427, 515, 522, 525,
538, 539, 554, 556
Action Comics #252
(Supergirl's debut),
432, 489, 534
Action Girl, 2-3, 3 (ill.), 184
"Action Heroes" Series, 434
Act/on League Now!!!, 493
Acts of Vengeance, 390
Acy Duecey, 4478
AD Vision, 21, 135, 156
Adam, 97
Adam, Allen, 117
Adam Strange, 3-4, 317, 441,
500, 573, 587
Justice League of Ameri-
ca, member of, 294
Adamantium, 643
Adams, Art, 16, 44-45, 107,
254, 503
Adams, Arthur See Adams, Art
Adams, Jane, 62, 509
Adams, Lee, 545
Adams, Neal, 22, 25, 26,32,
47, 59, 60, 94, 104, 174,
177, 237, 240, 241, 334,
325, 353, 366, 374, 435,
445, 485, 502, 503, 519,
542, 582, 635, 642
Adapt (Australian superhero),
283
Adolph (1983), 36
Adonis, 598
Adrienne, 649
Adult Swim (Cartoon Network),
246
ADV Films, 413
Advanced Dungeons and Drag-
ons, 514
Adventure, 171
Adventure Comics, 31, 80,
103, 177, 236-237, 300,
349, 372, 373, 385, 413,
414, 431, 469, 470, 482,
483, 489, 500, 501, 536,
553, 557, 561, 614
Adventure Comics #58
(1941), 327
Adventure Comics #247
(1958), 308, 568
Adventure Comics #253,
586
Adventure Comics #432,
446 (ill.)
Adventure Comics #482,
180 (ill.)
Adventurers' Club, 181
Adventures in Babysitting, 525
Adventures into the Unknown,
434
The Adventures ofAquaman
(1968-1969), 296
Adventures of Batman (TV
series), 491
The Adventures of Batman and
Robin (1969-1970), 56, 64
The Adventures of Batman and
Robin (1994-1997), 56, 67,
493
The Adventures of Bob Hope,
103, 502
Adventures of Captain Africa,
378
The Adventures of Captain
America (movie serial,
1943), 112
The Adventures of Captain Mar-
vel (movie serial, 1941),
127,128-129,379,509,
575
The Adventures of Jerry Lewis,
502
Adventures of Robin Hood,
479
The Adventures of Sock Mon-
key, 106
The Adventures of Superboy
(TV pilot), 545
The Adventures of Superboy
(TV series), 482,484, 495,
548
See also Superboy
TH£ SUPBBHeiZO BOOK
*r
Index
The Adventures of Superman
(comic book), 472, 482,
504, 512, 515, 522, 525,
540, 548
The Adventures of Super-
man #441, 551 (ill.)
The Adventures of Superman
(radio program), 58, 356,
586
The Adventures of Superman
(TV series, 1953-1957),
173,363,371,372,430,
540, 544, 550, 575
The Adventures of the Jaguar
(1961-1963), 138
Adventures of the Mask
(1995-1996), 338
Aegena, 624
Aegis Entertainment, Inc., 623
Aeon Flux, 494
Aerosmith, 405
Affleck, Ben, 164, 166 (ill.), 197
African-American Heroes, 4-9,
77, 154, 202, 206, 241,
300, 309, 344-346, 471,
472, 473, 494
first African-American
comic-book superhero,
5-6
first African-American
superhero series
(comic book), 7-8
in Marvel Comics, 6
origins of, 4-7
as sidekicks, 4-5
stereotypes of, 4-5
Aga, Hidetomo, 322
Agent America, 216
Agent Liberty, 561
Agents of Law, 169
Agniputra (Indian superhero),
283
Agul, 606
Ahab, 646
AIDS in comics, 423
Aikawa, Noboru, 135
A.I.M., 114,364
Aino, Minako, 412
Air Corps, 511
Air Man, 76
Airboy, 194, 574
Airplane! (movie), 392
AIUEO Boy, 325
Ajax Atomic Labs, 161
Ajax Comics, 382
Ajys (The Freedom Collective),
284
Aki, 597
Akira (comic book), 20
Akira (superhero), 22
Aladdin, 608
Alakazam the Great, 18
Alan Class Company, 602
Alanna, 4, 317
Albert, Edward, 165
Albert, Richard L.,324
Alberta, Canada, 626
Albino Joe, 349
Albright, Red, 131, 511
Alcala, Alfredo, 607
Alcala, Felix Enriquez, 297
Alcott, Todd, 635
Aleta (Guardians of the
Galaxy), 242
Alexander, Joan, 545
Alexander, Scott, 266
Alfred Harvey Publications, 247
Alfred Harvey's Black Cat
(1995), 81 (ill.)
Alfred the Butler, 56, 58, 59,
60, 496, 518
AM, 519
Alias (comic book), 201, 215
A//as (Marvel MAX), 388, 465,
466
Ah'as (TV series, 2001-pre-
sent), 147, 537
Ah'as the Spider, 480
Alice in Wonderland, 646
Alien, 51
Alien Brat, 441
Ah'ens (comic book), 167, 168
Aliens (villains), 589
Alizarin Crimson, 211
Ail-American Comics, 101,
219, 298, 532
Ail-American Comics #16
(Green Lantern's
debut), 172, 239
Ail-American Comics
#19, 40
Ail-American Comics
#25, 529
Ail-American Publications, 172
merges with DC Comics,
298
All-Czarnia 9-0ctave Chime-
Haiku Festival, 312
All-Flash Comics, 219
All Hero, 126
All in the Family, 536
All-Negro Comics, 5
All-New Comics, 81
All New Super Friends Hour
(animated series), 9, 65,
471,477,492,545
Ail-Purpose Cultural Catgirl
Nuku-nuku, 393
All Select Comics, 475
All Select Comics #2, 585
Blonde Phantom's
debut, 91
All Star Comics, 40, 142, 189,
239, 252, 298-299, 414,
470, 499, 567, 628, 629
All Star Comics #3, 566,
585
All Star Comics #7, 585
All Star Comics #8 (Won-
der Woman's debut),
142, 213, 298
All Star Comics #37, 299
(ill.)
All Star Comics #57 (end
of the original Justice
Society of America),
299
All Star Comics #69
(Huntress's debut,
1977), 270
All Star Comics (Winter
1940, Justice Society
of America's debut),
298
return of (1976), 300
All-Star Squadron (comic
book), 300, 359, 404, 470,
501, 567, 639
Ail-Star Squadron (super-
heroes), 177, 300
Ail-Star Western, 299
All Top Comics (November
1947), 234
All True Crime, 333
All-Winners Comics, 356, 475
All-Winners Squad (super-
heroes), 284, 285, 533,
566, 585
See also The Invaders
Allan, Liz, 317
Allard, Kent See The Shadow
Allen, Barry, 219-220, 317,
564, 565
death of, 220
See also The Flash (Sil-
ver Age)
Allen, Gale, 440
Allen, Irwin, 209
Allen, Matt, 180
Allen, Peggy, 532
Allen, Steve, 522
Allied propaganda (World War
II), 172
"Allied Earth Calendar," 596
Allies, 514
Allred, Laura, 322
Allred, Michael, 107, 168,
322, 324, 405, 505, 520,
653
Alpha Centauri, 241, 242
Alpha Flight (comic book),
282,368,622,623
Alpha Flight (superteam),
9-11, 34, 77, 359, 367,
529, 567, 625
Altar Boy, 39
Alter Ego (fanzine), 300, 501
Alternate realities, 208, 251,
262, 270, 290, 294, 299,
300, 314, 315, 568
Alternative Futures, 11-15
Altieri, Kevin, 227, 474
Altman, Jeff, 296
Alyn, Kirk, 90, 509, 540, 543,
544, 546
Amalgam, 590
Amano, Yoshitaka, 22, 134,
271, 596
Amara Aquilla, 651
Amazing Adventures, 86, 442,
536
Amazing Adventures (TV
series), 278, 365
The Amazing Adventures of
Kavalier & Clay (2000), 280,
418, 525, 528
Amazing Amazon, 32, 510
Amazing Fantasy, 372, 455
Amazing Fantasy #15
(Spider-Man's debut),
429, 449, 451, 516,
525
Amazing Man (superhero), 27,
230, 300, 359
Amazing Man Comics, 574
Amazing Mystery Funnies, 348
Amazing Spider-Man (comic
book), 206, 318, 395, 396,
433, 451, 454, 455, 462,
463, 456, 460, 461, 496,
500, 501, 588, 599
Amazing Spider-Man #2,
450 (ill.)
Amazing Spider-Man
#68, 431 (ill.)
Amazing Spider-Man
#129 (Punisher's
debut), 334
Trie Amazing Spider-Man (TV
series), 96, 579
Amazing Spider-Man and the
Incredible Hulk, 457, 492
Amazing Spider-Man: City in
Darkness, 526
Amazing Spider-Man: Crime
Campaign, 526
Amazing Spider-Man: Mayhem
in Manhattan, 526
Amazing Stories, 440
Amazing World of Superman,
486
Amazo, 576
tf»
TH£ SUPBBHeiZO BOOK
Index
Amazon (superhero), 368,
516, 627, 628, 634
Amazon archetype, use of in
comic books, 213, 214
Amazon Artemis, 582
Amazon Code, 516
Amazon Princess, 535, 536
Amazon Queen Mother, 634
Amazoness, 457
Amazonian Princess, 573
Amazons, 487, 629
/Amazons.', 538
Amber, 570
The Ambiguously Gay Duo, 106
Ambush Bug, 105
A-Men (Australian super-
heroes), 283
The American (superhero),
561
American Avenger, 559
American bias in comic books
See International Heroes
American Comics Group
(ACG), 434
American Crusader, 558, 637
American Eagle, 559, 637
American Express, 524
American Flagg!, 324, 351,
502
American Indian, 77
American Maid, 106, 603,
604
American Psycho (movie), 68
American Revolution, 559
American Security Agency's
Force of July, 561
American Way, 522
America's Best Comics (ABC),
15-18, 275, 394, 442, 563,
624
and Victorian-era action
comics, 16
voluntary closure of, 18
WildStorm and DC
Comics, ties to, 16
/America's Best Comics (comic
book), 532
America's Best Comics
#19, 231 (ill.)
America's Best Comics
Heroes, 15-18
See also Cobweb, First
American, Jack B.
Quick, League of Extra-
ordinary Gentlemen,
Promethea, Splash
Branigan, Tesla
Strong, Tom Strong
America's Best TV Comics,
523-524
America's Greatest Comics,
126
"America's Guardian Angel,"
510
Americomics, 93
AmerTek, 472
Amethyst, Princess of Gem-
world, 537
Amies, Christopher, 527
Ammerperson, Connie, 52
Amoeba Boys, 391
Amok, 105, 109
Amora, 89
Amorpho, 385
Amphibian, 33
Amulet of Right, 119, 121
An Evening with Batman and
Robin See Batman and
Robin (movie serial, 1949)
Anarchist, 570, 653
Anarky, 70, 580
Ancient One, 409
And Call My Killer . . . Modok
(novel, 1979), 289
Anderson, Brent, 38, 48, 390
Anderson, Melody, 328
Anderson, Murphy, 253, 357,
500
Anderson, Pamela, 169, 474,
494
Anderson, Richard, 145
Andor, 601
Andre (Blackhawks), 88
Andre, George, 107
Andrew, 98
Android Kikaider, 20
Android's Dungeon, 53
Andru, Ross, 95, 217, 340,
452, 501, 588, 629
The Andy Griffith Show, 130
A-Next, 24
Angel (Marvel superhero), 86,
179, 230, 332, 474, 568,
569, 573, 654, 659
Angel (TV series), 97, 98, 604
in the Invaders, 286
Angela, 445
Angels, 132
Anghelatos, Tina, 527
Angle Man, 575
Anglo, Mick, 347
Animage (magazine), 597
Animal Man, 138,445
Animal Man (1988-1995),
138, 562, 614
The Animatrix, 22
Anime, 391, 393, 408, 409
henshin, 19
second wave of, 19
Sentai genre, 19
start of, 18-19
Anime and Manga, 18-23, 155
anime henshin, 19
anime second wave, 19
anime Sentai genre, 19
anime, start of, 18-19
Animeigo, 21
Aniston, Jennifer, 636
Annihilist, 181
Annihilus, 577
Ant, 373
Ant-Man (superhero), 23-24,
45, 47, 213, 259, 280,
288,315,318,334,372,
388, 510, 564, 568, 581,
586, 618
See also Giant Man
Ant-Size Avenger, 510
Antares, 562
Antichrist, 104
Anti-drug Series, 24-26
Anti-drug themes, 152
Anti-heroes, 26-29, 172
See also Amazing Man,
Batman, Boston
Brand, Comet, Dead-
man, Elektra, Fantastic
Four, Green Hornet,
Grendel, Hangman,
The Hulk, Lobo, Pun-
isher, Question, Shad-
ow, Spectre, Spawn,
Sub-Mariner, Watch-
men, Wolverine
Anti-Life Equation, 578
Anti-Man, 90
Anti-Monitor, 566, 589
Anti-Spawn, 445
Antithesis, 591
Anubis, 409
Anya, 97
Apache Chief See Manitou
Raven
Apapa, Mokona, 132
Aparo, Jim, 27, 31, 144, 374,
375,378,383,503
Aphrodite, 627
Aphrodite's law, 314, 516
Apocaloff, Nikolai, 365
Apocalypse (villain), 580, 626,
642,652,656,659
Apokolips (planet), 361, 362,
363, 517, 551, 571, 578
Apollo, 44, 369, 569
Apparition, 563
Appellax (planet), 294
APPP391
Aquababy, 30, 31, 32, 535
Aquagirl, 30, 33, 317, 373,
591, 592
Aqualad, 30,31,32,317,
373, 429, 430, 487, 565,
567, 590, 592, 593
See also Tempest
Aquaman (animated series,
1967), 295, 435, 491
Aquaman (comic book), 373,
501, 503, 576
Aquaman #36, 30 (ill.)
Aquaman (superhero), 30-31,
34, 65, 173, 247, 294,
296,297,315,317,373,
429, 432, 433, 477, 478,
482, 487, 501, 510, 517,
529, 535, 545, 549, 565,
568, 572, 586-588, 633
Justice League of Ameri-
ca, founding member
of, 293
Aquarius, 79, 80
Aquasled, 572
Aquatic Heroes, 31-34
See also Abe Sapien,
Amphibian, Aquagirl,
Aqualad, Aquaman,
Aquavenger, Aquaviva,
Fathom, Fin, Hydro-
man, Lady Dorma,
Lady of the Lake, Little
Mermaid, Man from
Atlantis, Manta, Mera,
Merboy, Moray, Naiad,
Namora, Namorita,
Pirana, Sea Devils
(superteam), Stingray,
Sub-Mariner (Prince
Namor), Tempest, Tri-
ton
Aquavenger (English super-
hero), 283
Aquaviva (Iberia Inc.), 284
Arabian Knight (superhero), 282
Arachnid, 416
Arad, Avi, 335
Aragones, Sergio, 107
Arashi, Masahiro, 425, 426
Arcade (villain), 646
Arcade Comics, 203
Arcadia, 168, 488
Arcadia (ship), 392
Archangel, 563
Archer (superhero), 230, 480,
573
Archie, 35, 434
Archie Adventure Series
(1984-1985), 35
Archie as Pureheart the Power-
ful, 103-104
Archie Comics, 34, 103, 136,
138, 231, 422, 427, 434,
439, 518, 535, 556, 560,
TH£ SUPBBHeiZO BOOK
669
Index
568, 584-585, 595, 600,
601,637
Archie Heroes, 34-36
See also Black Hood,
Comet, Fly-Man, Fly-
Girl, Hangman, The
Jaguar, Shield, Mighty
Crusaders, Mr. Justice,
Steel Sterling
Archie Meets the Punisher,
107, 589
Archie Publications, 554
Archival Press, 349
Arcudi, John, 337
Area 52, 276
Area 88, 324
Ares, 630, 631, 632
Aresia, 635
Argent, 592, 593
Argento Soma, 134
Argo City, 486, 489
Aria: The Uses of Enchantment,
276
Aric Dacia, 612
Ariel, 646
Arkadin, Mikail Denisovitch
See Pozhar
Arkham Asylum, 70, 485
Arkin, Alan, 108
Armageddon (comic book),
589
Armageddon 2001 (comic
book), 118, 250
Armor Gears, 409
"Armor Wars" storyline, 290
Armored Trooper Votoms, 408
Armstrong, Dirk, 554
Army Surplus Komikz #1
(debut of Cutey Bunny), 154
Arnaud, Henry, 421
Arnaz, Desi Jr., 146
Arno, Clive, 111
Arnold, Everett "Busy," 83, 87,
185, 383, 384, 385, 466,
467, 497
Arnold's Quality Comics, 84
Arnott, David, 297
The Arrow (comic book), 479
Arrow (superhero), 479, 480
Arrow boat, 236
Arrow Car, 236, 572
Arrow Plane, 236, 572
Arrowette, 481
Arsenal, 375, 430, 570, 582,
592, 593
See also Speedy
Artemis, 412, 481, 622, 631
Arthur (The Tick), 106, 602,
604
Artie, 649, 651
Artificial Human Kikaider, 19,
20
Artisan Entertainment, 397
Aruna (Planet DC), 282
Arwyn the Archer, 582
Asahi Network, 271
Asaka, Morio, 134
Asamia, Kia, 22
Asgard, 487, 598, 599, 600
Ash, 505, 589
Ashmore, Shawn, 655 (ill.),
657
Asian Americans, internment
of in World War II, 286
Asimo, 38
Asimov, Isaac, 37
Askegren, Pierce, 528
Asner, Ed, 460
Asprin, Robert, 526
Asron, 1
Assemblers, 48
Asseyez, Tamara, 265
Astin, John, 64, 70, 576
Astonishing, 331
Astonishing Tales, 441
Astra, 1, 39
Astraea, 471
Astro Boy (animated series),
37
Astro Boy (comic book), 18,
38, 134, 448
Astro Boy #1,37 (ill.)
Astro Boy (movie), 38
Astro Boy (superhero), 22,
36-38, 148
Astro Boy New Adventures (ani-
mated series), 38
Astro City (comic book),
38-40, 194, 201, 368,
399, 508, 620
Astro City #1,39 (ill.)
Astro City: Local Heroes
(2003-2004), 39
Astro Girl, 38
Astro, Vance See Astrovik,
Vance
Astrovik, Vance (Guardians of
the Galaxy), 242
Athena, 627
Atlantean (Global Guardians),
281
Atlantis, 30, 31, 32, 206,
317, 326, 418, 487, 587
Atlantis Attacks, 589
Atlantis the Lost Empire
(movie, 2001), 256
Atlas, 373
Atlas Comics, 95, 138, 279,
281
Atlas Entertainment, 400
The Atom, 40-41, 36, 40-41,
173, 186, 296, 297, 432,
477,478,499,500,510,
529, 563, 564, 566, 568,
576, 585, 586, 587, 588,
592
death of, 301
Justice League of Ameri-
ca, member of, 293
Justice Society of Ameri-
ca, member of, 298
Trie Atom, 586, 587
The Atom and Hawkman, 587
Atom Ant (comic book), 103
Atom Ant (superhero), 245
Atom Ant/Secret Squirrel Show
(animated series, 1965),
223, 245, 490
Atom Bomb, 609
Atom Man, 544
Atom Man vs. Superman
(movie serial, 1950), 509,
544, 552, 540, 575
Atom Project, 38
Atom the Cat, 42, 223
Atoma, 373, 534
Atoman, 41
Atomas (French superhero),
283
Atomic, 564
Atomic Bomb #1, 41
Atomic Bunny, 42
Atomic Comics, 41
Atomic Heroes, 41-43, 216,
233
See also Atoma, Atoman,
Atomic Man, Atomic
Thunderbolt
Atomic Knight (superhero),
375
Atomic Knights (superteam),
43, 441
Atomic Man, 41
Atomic Mouse (comic book),
102, 144
Atomic Mouse (superhero),
42, 222-223
Atomic Rabbit, 42, 223
Atomic Skull, 43, 579
Atomic Sub, 74
Atomic Thunderbolt, 41
Atomic War, 42
The Atomics (comic book,
2000), 323
The Atomics (superteam), 323
AttabarTeru, 488
Attanasio, Paul, 549
Attila the Hunter, 422
Attilan (city), 277, 487, 569
Attuma, 178, 476
Aunt Harriet (Batman), 59, 64
Aunt May, 213, 318, 372,
373, 450, 454, 456, 460,
462, 496, 497, 518, 620
Aunt Minerva, 297
Auper-American, 559
Aurakles,374
Auro (Lord of Jupiter), 440
Aurora, 10, 11, 367
Aurora Borealis, 340
Austen, 48
Austen, Chuck, 22, 347
Austin, Jeff, 212
Austin Powers, 576
Austin, Steve, 145
Austin, Terry, 390, 502
Australian Maid (Australian
superhero), 282
Australian superheroes See
International Heroes
The Authority (comic book),
568, 624
The Authority (superheroes),
43-45, 275, 369, 446
Automan (comic book), 146
Automan (superhero), 146
Avalanche, 656, 658
Avalon, Sakura See Kinomoto,
Sakura
Avatar Press, 426
Avengelyne (comic book), 203
Avengelyne (superhero), 51,
197, 537
Avenger, 76, 123, 136, 491,
564, 581
Avenger Mansion, 507
The Avengers (animated
series), 24, 116
The Avengers (comic book),
87,115,136,178,355,
364, 386, 465, 481, 501,
503, 520, 535, 590, 598,
600, 643
The Avengers #51, 45
(ill.)
The Avengers (superteam), 6,
21,23,44,45-48, 77,85,
86, 87, 112, 113, 124,
177,214,242,251,252,
289,315,317,331,334,
354, 355, 359, 390, 416,
417, 424, 465, 487, 511,
516, 530, 535, 563, 568,
570, 577, 586, 588, 589,
590, 598, 606, 617, 618,
657
The Avengers: Battle of the
Earth-Wrecker, 525
Avengers Forever, 48
Avengers Spotlight, 251
The Avengers: The Man Who
Stole Tomorrow, 526
bio
TH£ SUPBBHeiZO BOOK
Index
Avengers/UltraForce (1995),
609
Avengers Weekly, 339
Avengers West Coast and Force
Works, 465
Avenging Angel See Azrael
Awesome Comics, 15, 203,
563
Awesome Entertainment, 216,
275
Awkwardman (Inferior Five),
103,276,570
Ax, 597
Axis, 514
Ayashi no Ceres, 133
Ayers, Dick, 212
Aykroyd, Dan, 105
Azaria, Hank, 109
Az-Bat, 49
Azrael (comic book), 589
Azrael (superhero), 48-49, 61,
592
Azrael: Agent of the Bat, 49
Aztek (Justice League of Amer-
ica member), 295
Azzarello, Brian, 388, 505
Baby and Me, 385
Baby Huey (comic book), 249
Baby Plas, 384
Babylon 5, 505, 520
Bacchanal, 627
Bachalo, Chris, 648
Backlash, 623
Bad Girl Art, 51, 212
in contrast to Good Girl
art, 51
Bad Samaritan, 375
BadAzz MoFo, 8
Baddo the Super Hypnotist,
385
Badge, 74, 75
The Badger (superhero),
51-53, 530
Badger Goes Berserk (1989),
52
Badger, Mark, 330
Badger: Shattered Mirror, 53
Badger: Zen Pop Funny-Animal
Version (1994), 53
Badoon, 241-242
Badrock (Youngblood), 202
Badrock and Company,
202-203
Bagley, Mark, 48
Baikie, Jim, 16
Baily, Bernard, 446
Baion Yuwon, 325
Bair, Michael, 244
Baker, Buddy, 138, 614
Baker, Dee Bradley, 474
Baker, Dylan, 460
Baker, Flint, 440
Baker, Joe, 209
Baker, Kitana, 557
Baker, Kyle, 18, 386
Baker, Matt, 232, 234, 381,
499, 534
Bakshi, Ralph, 103, 221-222,
455, 491
Balder, 598
Baldwin, Alec, 422
Bale, Christian, 68, 176
Balkan Brothers, 342
The Ballad of Halo Jones, 441
Ballistic, 158
Balloon Boy, 179
Baltan-seijin, 606
Baltans, 607
Baltimore, Maryland, 525
Bambi,36
Bana, Eric, 267
Bananaman, 492
Band of the Doberman, 271
Band of the Rats, 271
Band of the Scorpions, 271
Bandai Entertainment, 21,
322, 409, 607
Bandar, 378
B&B, 588
Bandit (Jonny Quest's dog),
246
Bane, 49, 61, 70, 367,579
Bang Babies, 345, 471
Bangs, Sophie See Promethea
Bankhead,Tallulah,279
Banks, Brenda, 532
Banks, Richard, 107
Banner, Bruce, 26, 28, 43,
257-263, 267, 518, 563
as the Hulk (with gray
skin), 262
child abuse suffered by,
262
multiple personality dis-
order of, 260-261
rage, effect on 259
separated from the
Hulk, 262
See also The Hulk
Banner, David, 165, 264, 580
Banner, David (Bruce's father),
267
See also Banner, Bruce
Banshee, 282, 358, 643,
648, 649, 653, 656
Bantam, 525
Barb Wire (movie, 1996), 169,
352
Barb Wire (superhero), 51,
488, 537, 589
Barbeau, Adrienne, 67
Barbera, Joseph, 245
Barbie, 110, 564
Barb/'e (comic book), 111
Barda, 214
Bare, Al, 182
Bark Bent, 545
Barker, Clive,415
Barks, Carl, 497
Barnacle Boy, 494
Barnes, Bill, 131
Barnes, Bucky See Bucky
Barnes
Barnes, Trevor, 631
Barnum!, 16
Baron Bedlam, 375
Baron Blitz, 494
Baron Blood, 285
Baron Buzz-Saw, 179
Baron Gestapo, 638
Baron, Mike, 52, 168, 350,
442
Baron Mordo, 556, 578
Baron Zemo, 112, 577
Baroness Blood, 534
Barr, Jim See Bulletman
Barr, Mike W., 287, 374, 388,
504, 608
Barreto, Eduardo, 330
Barrett, David V, 527
Barris, George, 571
Barry, Dan, 99, 616
Barry, Seymour, 378
Barrymore, Drew, 538
Bart Dog, the Canine Crusad-
er, 54
Bart Signal, 54
Barta, Hilary, 16
Bartman (comic book,
1993-1995), 54
Bartman (superhero), 53-54
Barton, Clint See Hawkeye
Barton, Peter, 146
Basinger, Kim, 61, 66
Bastion, 649
Bat, 150
Bat (English superhero), 283
The Bat (1926), 61
Bat Boy and Rubin, 102
Bat glass cutter, 71
Bat Lash, 501
Bat Manuel, 604
Bataranggun, 71
Batarang, 58, 71, 580
Batblades, 580
Batboat, 58, 64, 505, 572
Bat-bolo, 71
Batcave, 58, 62, 64, 72, 505,
506, 572
Batcopter, 64, 505, 572
Bat-cuffs, 58
Batcycle, 64, 72, 572
Bat-darts, 71
Bates, Cary, 118, 220, 541,
548
Batfart (Batman parody), 104
Batfink (animated series),
223, 491
Batfink (superhero), 223
Bat-Girl See Batgirl
Batgirl, 54-56, 55,60,64,
67,72,78,79,94,173,
213, 214, 316, 318, 367,
402, 429, 486, 488, 496,
510, 513, 534, 535, 536,
537, 570, 572, 579, 586,
590, 591
Bat-Glider, 572
Bat-grenades, 71
Batgyro, 572
Bat-Hulk, 103
Bat-humvee, 72
Batman (comic book), 55,
366, 402, 403, 485, 500,
503, 535, 541, 588, 589
Batman #1 (Joker's
debut, 1940), 57,
140, 232, 532
Batman #62 (Cat-
woman's origins), 140
Batman #404 ("Batman:
Year One" story), 141
Batman #428 (1988),
60
Batman (movie, 1966), 59,
64, 141, 523
Batman (movie, 1989), 61, 63
(ill.), 66, 70, 175, 316, 352,
485, 496, 524, 572
Batman (movie serial, 1942),
58, 61-62
Batman (movie serial, 1943),
402, 509, 522, 543
Batman (movie serial, 1949),
543
Batman (newspaper comic
strip), 58, 59
"Batman" (Prince song), 406
Batman (radio serial), 511
Batman (superhero), 26, 48,
49, 55, 56-61, 77, 78, 138,
140, 141, 173, 177, 230,
247, 296, 296 (ill.), 297,
307,313,315,316,318,
324, 327, 328, 330, 341,
342, 353, 354, 356, 357,
358,365,366,367,372,
374,375,383,386,397,
400, 423, 425, 429, 430,
435, 441, 445, 446, 470,
477,478,482,485,492,
495, 498, 499, 502-507,
TH£ SUPBBHeiZO BOOK
**
Index
509, 510, 512, 515, 518,
520, 523, 525, 526, 530,
531, 532, 536, 537, 540,
545, 549, 550, 553, 557,
565, 566, 568-576,
578-580, 585-589, 613,
614, 635, 639
and Azrael 48-49
creation of, 56
as Dark Knight, 29, 60,
61, 141, 175, 389,
395, 403, 445, 503,
506, 510, 518, 571,
589, 618
debut of, 229
on Earth-Two, 65, 270,
300
Hellboy, crossover story
with, 256
homosexual connota-
tions of, 64, 151, 173
Justice League of Ameri-
ca, founding member
of, 293
origins of, 479
on Sesame Street, 64
in World War II, 231
Batman (TV series,
1966-1968), 54, 55, 59,
61, 62, 69, 71, 78, 102,
107, 141, 174, 245, 249,
276,279,366,374,402,
434, 496, 505, 515, 571,
572,576,587,590,632
The Batman, 68
Batman & Robin (1997), 316
Batman and Robin (movie seri-
al, 1949), 62, 402, 509
Batman and the Outsiders,
374,375
Batman and the Outsiders
Annual #1, 561
Batman and the Outsiders/The
Outsiders (1983-1988), 8-9
Batman and the Super 7 (ani-
mated series), 65, 492
Batman Beyond (animated
series), 56, 61, 67, 68, 297,
471, 494
Batman Beyond: Return of the
Joker (animated movie), 67
Batman: Black and White, 22
Batman: Captured by the
Engines, 526
Batman: Child of Dreams, 22
Batman Family, 59, 60
Batman Family #17, 57 (ill.)
Batman Forever (animated
movie, 1995), 67, 70, 367,
380, 401, 403, 571, 580,
590
Batman/Grendel, 168
Batman in the Media, 61-68
Batman: Knightfall, 527
Batman: Mask of the Phan-
tasm (animated movie), 67
The Batman Murders, 526
Batman: Mystery of the Bat-
woman (animated movie),
56,68
Batman: No Man's Land
(2000), 528
Batman/Punisher: Lake of Fire,
397
Batman Returns (movie,
1992), 61, 66, 70, 141 (ill.),
142, 526, 537
Batman Role-Playing Game, 514
Batman: Son of the Demon
(1987), 316
Batman-Spawn: War Devil, 445
Batman-Superman Hour (ani-
mated series, 1968-1969),
56, 59, 64, 366, 483, 491,
545, 636
The Batman/Superman Movie
(animated movie), 67
The Batman/Tarzan Adventure
Hour (animated series), 65,
492
Batman: The Animated Series
(1992), 56, 61, 70, 175-176,
297, 471, 493, 505, 548
Batman: The Dark Knight
Returns (comic book, 1986),
21,29,60,164,175,310,
351, 389, 395, 403, 445,
503, 520, 589, 618, 619
Batman: The Killing Joke
(comic book, 1988), 55, 60,
504, 537
Batman: The Ultimate Evil
(1995), 528
Batman: To Stalk a Specter,
526
Batman vs. Predator: Blood
Match (1995), 270
Batman vs. Superman, 590
Batman vs. The Incredible Hulk,
588
Batman Villains, 68-70
See also Bane, Block-
buster, Catwoman,
Clayface, Egghead,
Harley Quinn, Joker,
King Tut, Riddler, Mad
Hatter, Mr. Freeze, Pen-
guin, Poison Ivy, Ra's
al Ghul, Scarecrow,
Siren, Spellbinder,
Tweedledee and Twee-
dledum, Two-Face
Batman: Year One, 68, 141,
164, 504
Batman's Weapons and Gad-
gets, 70-72
See also Bat-bolo, Bat-
grenades, Bat-humvee,
Bat-rope, Bat-Signal,
Bat-Sub, Bat-wings,
Batarang, Batboat,
Batcave, Batcycle, Bat-
mobile, Shark Repel-
lent Batspray, Univer-
sal Tool, Utility belt
Batmarine, 572
Batmen of All Nations (super-
heroes), 281-282
Bat-Missile, 572
Bat-Mite, 59, 65, 402, 562
Batmobile, 58, 64, 65, 72,
173,432,505,571,572
Batphone, 571
Batplane, 58, 505, 572
Batpole, 505
Batpoon, 71
Batpurse, 55, 72
Batroc the Leaper, 114, 282
Bat-rope, 58, 71, 580
Batscanner, 64
Bat-shield, 71
Bat-Signal, 58, 432
"Bats-Man" (Batman lam-
poon), 104
Batson, Billy, 125, 128, 129
(ill.), 130, 336, 509, 516,
518, 553
See also Captain Mar-
vel/Shazam!
Bat-Squad, 587
Bat-Sub, 572
Battalion, 592
Battery, 200
Bat-Thing, 590
Battle (comic book), 333
Battle Angel Alita, 22
Battle Chasers, 21, 22
Battle of the Planets (comic
book), 18, 19, 21, 72-74,
73 (ill.), 275, 408, 411, 448
Battle of the Ultra Brothers,
608
Batwing, 572
Bat-wings, 71
Batwoman, 59, 173, 213,
316, 402, 429, 534
Bavington, Tim, 54
Baxter Building, 206, 507,
567
Beacon, 74
Beamish, Stanley, 103, 107
Bearclaw, Robert, 158
Beard Hunter, 188
Beast, 47, 179, 369, 568,
569, 642, 643, 644, 655,
656
Beast Boy, 138, 188, 564,
590, 591, 593
Beatles, 404-405
Beatles: Complete Life Stories,
404
Beatty, John, 1
Beatty, Ned, 546
Beaubier, Jeanne-Marie See
Aurora
Beaubier, Jean-Paul See North-
star
Beautiful Dreamer, 362, 571
Beck, Charles Clarence
("C.C."), 39, 75, 104, 125,
127, 128, 131, 232, 498
Beckum, Chuck, 347
Bee Hive, 280
Beetle, 451, 578
Beetle Boy, 280
Beetleboat, 92
Beetlejuice (movie, 1988), 60
Beetlemobile, 92
Belasco, 651
Belford, Christine, 634
"Believe It or Not" (Scarbury),
236
Belmonde, Raymonde, 367
Belmont Books, 422, 600
Belmont, Dian(e), 414
Belova, Yelena, 279
Belushi, John, 105, 520
Belzer, Richard, 548
Bemlar, 606
Ben-Day, 524
Bendis, Brian Michael, 164,
201, 215, 335, 454, 460,
465, 505
Bening, Annette, 66
Bennet, Spencer, 62
Bennett, Joe, 263
Bennett, Steve, 155
Bennu, 146
Benson, "Gat," 446
Benson, Amber, 97
Benton, Mike, 229, 361, 428,
516, 533, 638
Benton, Robert, 545, 546
Beppo the Super-Monkey, 541,
562
Berger, Karen, 504, 613, 631
Berkley Books, 528
Berkshire Mountains, 648
Berle, Milton, 576
Bermuda Triangle, 657
Bernhardt, Arthur, 159
Bernstein, Dr. Noah, 387
Bernstein, Robert, 160
(,1*
TH£ SUPBBHeiZO BOOK
Index
Berry, Halle, 142, 215, 525,
536, 538, 655 (ill.), 656
Bertinelli, Helena Rose See
Huntress
Best Man, 109
Bester, Alfred, 239, 470, 499
Beta Flight, 11
Beta Ray Bill, 599, 600
Setsy and Me, 498
Bette Noire, 488
Better Publications, 529
Betty (Archie's girlfriend), 434
Betty (Rocketeer's girlfriend),
406, 407
Setty Soop, 543
Betty Clawman (New
Guardians), 282
Beware the Creeper, 435, 501
Bewitched, 103
Beyond (Captain Canuck), 122
Beyonder, 589
Bible, 516
Big Apple, 507
Big Bang Comics, 74, 75
Big Bang Comics #4, 75
(ill.)
Big Bang Comics Summer Spe-
cial, 75
Big Bang Heroes, 74-75
See also Atomic Sub,
Badge, Beacon, Blitz,
Blue Blaze, Cyclone,
Dr. Stellar, Dr. Weird,
Human Sub, Humming-
bird, Kid Gallahad,
Knight Watchman,
Knights of Justice
(superteam), Masker,
Moray, Robo-Hood,
Shadow Lady, Thunder
Girl, Ultiman, Vita-Man
Big Barda, 297, 362
Justice League of Ameri-
ca, member of, 294
Big Bear, 362, 571
Big Ben, 579
Big Bertha, 48
Big Blue, 510
"Big Bucks in Collectible
Comics" (news story) 525
Big City (Dynomutt, Dog Won-
der), 247
Big Comics, 324
Big D, 245
Big Eye, 90
Big Girl Adventures, 381
Big-Head See The Mask
Big Hero 6 (superteam), 282
Big Little Books, 238, 247,
439, 555
"Big Red Cheese," 126
Big Shot #1, 553
Bigtown, 103
bin Laden, Osama, 579
Binary, 355
Binder, Jack, 126, 132, 159,
182, 421
Binder, Otto, 39, 91, 99, 104,
126, 132, 182, 336, 404,
525
Binderbeck Plaza, 39
Bio-Booster Armor Guyver, 20,
21
Bio-Lord, 90
Bionic Six, 493
Bionic Woman (action hero),
146, 213, 634
The Bionic Woman (TV series,
1976-1978), 146, 536
Birch, J. J., 217, 244
Bird Heroes, 75-78
See also Air Man, Bat-
man, Birdboy, Bird-
man, Birds of Prey,
Black Canary, Black
Condor, Black Owl,
Blackhawk, Black-
hawks, Blue Falcon,
Condorman, Eagle, Fal-
con, Harvey Birdman,
Hawk and Dove, Hawk-
girl, Hawkman, Hawk-
men, Hawkwoman,
Nighthawk, Owl, Owl-
Girl, Raven, Red
Raven, Robin the Boy
Wonder
Bird Lair, 76
Birdboy, 76, 491
Birdman (superhero) 76, 246,
491, 563
See also Harvey Bird-
man, Attorney at Law
Birdman and the Galaxy Trio
(animated series, 1967),
76, 246, 434, 491
Birdman, Harvey, 246
See also Harvey Bird-
man, Attorney at Law
Birds of Prey (comic book), 78,
79, 80, 300
Birds of Prey (superteam), 56,
77, 78-79, 215, 270, 506,
531, 570
Birds of Prey (TV series,
2002), 56, 78, 80, 271,
538
Biro, Charles, 160, 497
Birthday Bandit, 494
Bishojo Senshi Sailor Moon,
411
Bishop, 644
Bisley, Simon, 313
Bixby, Bill, 165, 260, 264
death of, 265
Bizarre Adventures, 196
Bizarro, 303, 307, 478, 479,
482, 484, 541, 549, 550,
551, 552, 576
Bizarro Comics! (2001), 107
BK-1, 134
Black Adam, 131
Black-and-white comics, 212
Black Angel, 533
Black Baron, 441
The Black Bat, 529
Black Beauty (car), 238, 508,
511,572
Black, Bill, 1, 140, 210, 212,
382, 514
Black Bison, 217
Black Bolt (Inhumans), 277,
278569
Black Bow, 468
Black Canary, 56, 79-80, 91,
213, 237, 270, 296, 296
(ill.), 300, 315, 318, 432,
470, 496, 531, 533, 537,
566, 570, 572, 631
Justice League of Ameri-
ca, member of, 294
Justice Society of Ameri-
ca, member of, 299
Black Cat (superhero, Harvey
Comics), 80-82, 81 (ill.),
138, 532, 533,
Black Cat (superhero, Marvel
Comics), 82-83, 137, 457,
537, 620
Black Cat Mystery (comic
book), 81, 82, 249
Black Cat #1, 81
Black Cat: The Origins, 82
Black Cat Western, 81
Black Cobra, 2
Black Condor (DC Comics), 77
Black Condor (Quality Comics),
77, 83-84, 139, 186, 499
Black Cross, 167
Black Doom, 447
Black Dwarf, 529
Black Eagle, 527
Black Goliath (comic book),
358
Black Goliath (superhero), 8,
23-24, 564
Black Hand, 575
Black Hood, 35, 36
Black Hook, 569
Blackjack (1973-1978), 36
Black Jack Tarr, 339
Black, John D. F.,634
Black King, 134, 135
Black Knight (comic book), 120
Black Knight (superhero), 47,
121, 257, 288, 388, 457,
582
Black Knight (villain), 289
Black Knight Bat, 148
Black Leopard, 85
Black Lightning (comic book),
358
Black Lightning (superhero), 8,
9,106,374,375,565,569
Black Manta, 31, 32,478,
576, 579
Black, Marie, 109
Black Mask, 100
Black Musketeers, 85
Black Orchid (comic book), 614
Black Orchid (superhero), 536
Black Owl, 77,356
Black Panther (comic book), 9,
358, 520
Black Panther (superhero), 5,
6, 6 (ill.), 8, 47, 84-86,
137, 206, 210, 282, 288,
357, 386
Black Panthers (civil rights
group), 85
Black Queen, 527
Black Racer, 362, 571
Black Ranger, 343
Black Rat, 100
Black Razors, 622
Black Rodent, 573
Black Sabbath, 406
Black Shadow (English super-
hero), 283
Black Shroud, 211
Black Spider, 100, 279
Black Superheroes, Milestone
Comics, and Their Fans, 346
Black Tarantula, 279
Black Terror, 2, 396, 423, 522
in World War II, 231
Black Toad, 111
Black Tom Cassidy, 649, 653,
660
Black Venus, 2, 534
Black Vulcan, 9, 471, 477,
478, 479
Black Whip (English super-
hero), 283
Black Widow (Batman villain,
1967), 279
Black Widow (car), 278
Black Widow (Space Ghost vil-
lain), 438
Black Widow (superhero), 37,
47, 86-87, 162, 213, 215,
251,278-279,282,317,
319, 480, 496, 534, 535,
536, 568, 578, 581
TH£ SUPBBHeiZO BOOK
6*5
Index
Black Widow #1, 87 (ill.)
Black Witch, 181
Black, Bill, 1, 140, 382, 514
Black, John D. F.,634
Black, Marie, 109
Blackbeard, 379
Blackbird, 507
Blackfire, 592, 593
Blackhawk, 83, 87-90, 185,
186, 415
Batman, teamed up
with, 90
Blackhawk (comic book), 356,
385, 466, 509
Blackhawk #242, 89
(ill.)
Blackhawk Island, 88
Blackhawks, 77, 87-88, 297
Blackie the Hawk, 89
Blackie the Mystery Boy, 137
Blackrock, 551
Blackstone, 91
Blade (movie, 1998), 9, 68
Blade Blasters, 343
Blade the Vampire Slayer, 8,
359, 526, 557, 597
Blade: Trinity (movie, 2004), 9
Blade II (movie, 2002), 9
Blaire, Alison, 170
Blaire, Judge Carter, 170
Blaisdell.Tex, 469
Blake, Adam See Captain
Comet
Blake, Bob, 32
Blake, Dr. Don, 530, 598, 599
Blake, Madge, 64
Blame!, 22
Blanc, Mel, 247
Blank, Buddy (Global Peace
Agent), 442
Blankman (movie, 1994), 9,
108
Blastarr, 278, 577
Blaxploitation; 7
Blaze See Ghost Rider (super-
hero)
Blaze, Johnny See Ghost Rider
(superhero)
Blazing Skull (Invaders), 286
Bleeding Black, 340
Blimp (Inferior Five), 103, 276,
570
Blip (Jan and Jayce's monkey),
180, 246, 437
Bliss (Gen 13 villain), 225
Blitz, 74
Blob, 578, 654, 656, 658
Blobetta, 180
Blockbuster, 59, 69, 576
Bloggard, Tongue, 448
The Blonde Phantom (comic
book), 534
Blonde Phantom (superhero),
90-92, 425, 533
Blondie (comic book), 248
Blonsky, Emil See Abomination
Blood, Jason, 557
Blood Syndicate (1993-1996),
9, 345, 368
Blood Syndicate #17, 345 (ill.)
BloodFly, 365
Bloodshot, 352
Bloodsport, 551
Bloodstrike, 202
Bloodwulf, 202
Blossom, 390, 494, 567
Blucas, Marc, 97
Bludhaven, 488, 510
Blue Beetle (comic book) 144,
145, 501
Blue Beetle #3, 93 (ill.)
Blue Beetle (radio serial), 511,
512
Blue Beetle (superhero),
92-93, 118, 144, 145,
152,230,280,297,372,
434, 440, 495, 568, 578
Justice League of Ameri-
ca, member of, 294
Blue Blaze, 74, 332
Blue Bolt, 439
Blue Bullet, 285
Blue Bulleteer, 2, 567
See ateo Nightveil
Blue Demon (Mexican super-
hero), 284
Blue Diamond (Liberty Legion),
285
Blue Eagle, 77
Blue Earth, 596
Blue Falcon (superhero), 77,
105, 247, 492
Blue Flame, 447
Blue Fox, 121
Blue Raja, 109
The Blue Ranger, 343
Blue Ray (Australian super-
hero), 282
Blue Streak, 139
Bluntman and Chronic, 107
B-Man (superhero), 280
Boar, 200
Bogdanove, Jon, 263, 390,
472
Bogdanove, Judith Kurzer, 390
Bogeyman, 389
The Boggart (Planet DC), 282
Boiffard, Dr. Egon, 322
Bolland, Brian, 119, 175, 504,
631
Bolt, 1
Boltinoff, Henry, 223
Boltinoff, Murray, 174, 341,
342
Bond, James, 26, 538, 801
Bond, Tommy, 509, 543
Bonehead, 493
Bones (Australian superhero),
283
Bongo Comics, 34, 53, 54,
106, 107, 281
Bongo Entertainment Group,
54
Boo Boo, 107
Booga, 583
Booger, 324
Books of Magic, 383, 615
Bookworm, 64, 576
Boom and Mirage, 471
Boom Boom, 651, 652
Boom Tubes, 553
Booster Gold, 118, 297, 495
Justice League of Ameri-
ca, member of, 294
Borden, Don, 380
Boreanaz, David, 97
Boring, Wayne, 499, 539
Boris (Blackhawks), 88
Born Normal, 369
Borth, Al, 160
Boston Brand, 176, 556
Bostwick, Jackson, 128, 129
(ill.)
Bottle City of Kandor, 506,
541
Bouchey, Bill, 511
Bouncing Boy, 308, 318
Bounty Dog, 596
Bowen Designs, 40
Bowie, David, 406, 520
Bowler, 105, 109, 168
Box (Alpha Flight), 11
Boy Comics, 159, 428
Boy Comics #1,428 (ill.)
Boy Commandos, 327, 428
Boy of Steel See Superboy
The Boy Wonder See Robin the
Boy Wonder
BPRD See Bureau for Paranor-
mal Research and Defense
Bradbury, Ray, 499
Braddock, Betsy See Psylocke
Braddock, Brian, 119, 645,
646, 647
Braddock, James, 119, 646
Bradford, Brick, 439
Bradley, Slam, 486
The Brady Kids (animated
series), 477, 545, 632
Brahma (Youngblood), 202
Brain (E-Man), 186, 188,
199-200
Brain Drain, 285
Brain Wave, 298
Brainchild, 603
Brainex, 142
Brainiac5, 312, 318, 477,
478, 479, 486, 489, 506,
517, 541, 545, 548, 550,
551, 552, 576
Brainmaster (Australian super-
hero), 283
Brainstorm, 33
Brainwasher See Kingpin
Brainwave, 301, 548, 573
Brainwave Junior (Infinity Inc.),
300, 438, 439, 441, 578
Brak (Space Ghost Coast to
Coast), 246
Brak Presents the Brak Show
Starring Brak (animated
series, 2000), 439
The Brak Show (animated
series, 2001-04), 439
Brancato, John, 458
Brand, Boston, 28
Brand Corp., 136
Brando, Marlon, 546
Brandt, Carolyn, 107
Brant, Betty, 317
The Brave and the Bold (comic
book), 59, 103, 138, 152,
217, 252, 341, 342, 357,
358, 386, 470, 499, 502,
587
The Brave and the Bold
#28 (Justice League of
America's debut), 173,
293, 432, 568, 586
The Brave and the Bold
#36, 253 (ill.)
The Brave and the Bold
#54 (Teen Titans
debut, 1964), 430,
590
The Brave and the Bold
#57 (Metamorpho's
debut), 341
The Brave and the Bold
#58, 342 (ill.)
The Brave and the Bold
#60, 590
Brawn, Tristan, 649
The Breadmaster, 603
Breed, 471
Breeding, Brett, 463
Brenda Starr, 389
Brendon, Nicholas, 97
Brent, Leander See Awkward-
man (Inferior Five)
Brevard, A'leisha, 296
Brewer, Jameson, 72
Brewster, Paget, 109
bf*
TH£ SUPBBHeiZO BOOK
Index
Breyfogle, Norm, 48
Brian See Destroyer 286
Brian's Song, 7
Bridwell, E. Nelson, 131, 276
Brigade (1993), 202, 275,
570
Bright, 400
Bright, Mark D., 287, 388
Bright, Matthew, 399
Brightwind, 650
Brigman, June, 389, 390
Brimstone, 218
Bring Back the Bad Guys
(1998), 580
British Independent Film
Awards, 358
British League of Super-
heroes, 527
Broadway, 541, 545
Brock, Eddie See Venom
Broderick, Pat, 118, 217
Broid, 21
Bromfield, Mary (Batson), 336
Branson, Charles, 29
The Bronze (bar), 97
Bronze Age of Superheroes
(1970-1979), 93-96, 314,
350, 516, 554
"Bronze Eagle," 9
Bronze Tiger, 359, 570
Brood, 355, 646
Brooks, Tony See Spyder
Brookwood Publications, 230
Broome, John, 219, 220, 240,
298, 500
Brother Blood, 580, 592, 593
Brother Eye, 442
Brother Power the Geek, 498
Brother Voodoo, 8, 257, 557,
587
The Brotherhood {The Call of
Duty), 201
Brotherhood of Dada, 188,
614
Brotherhood of Evil, 187, 188,
592
Brotherhood of Evil Mutants,
187,416,465,535,569,
654, 657, 658, 659, 660
Brothers (manga), 322
Brothers Grimm, 464
Brothers, Dr. Joyce, 439
Brown, Bob, 162, 386
Brown, Charlie, 605
Brown, Clancey, 549
Brown Hornet, 471
Brown, Jeffrey A., 346
Brown, Len, 600, 601
Brown, Molly, 527
Brown, Reb, 115
Brown, Robert, 288
Brown, Roscoe Lee, 165
Brozowski, Joe, 217
Brubaker, Ed, 45
Bruegman, Bill, 522
Brunner, Frank, 184
Brutale, 70, 580
Brute, 414, 422
Bryant, Al, 186, 233, 385
Bryant, Edward W., 527
Bryce, Reno, 622
The B-Sides (2002), 107
BS2, 134
B'Tx, 22
Bubbles, 390, 494, 567
Buccellato, Steve, 390
Suck Rogers, 500
Buck Rogers (superhero), 439,
440
Buckingham, Mark, 348
Buckler, Rich, 47
Buckwheat, 5
Bucky Barnes (superhero and
Captain America's sidekick),
5,46,111,112,270,400,
427, 428, 494, 531, 559,
566, 573, 585, 617
death of, 112
in All-Winners Squad,
284
in Kid Commandos
(superheroes), 286
Buddy (the Eagle), 559
Buddy (Uncle Sam), 559
Buddy Boy, 110
Buff, 656
Buffy the Vampire Slayer (TV
series), 147, 538, 645
Buffy the Vampire Slayer
(superhero), 96-99, 214,
558
The Bug (insect villain collec-
tive), 280
Bug Boy, 281
Bug Man and Roachboy (Aus-
tralian superheroes), 283
Buhalis, Lois, 504
Bulk, 493
Bullet Head, 510
Bulletboy, 99
Bulletdog, 99
Bulletgirl, 99, 213, 315, 429,
533, 568, 573, 617
See also Superheroines
Bulletman (comic book), 100
Bulletman (superhero),
99-100, 124, 213, 315,
429, 533, 568, 573
Bullock, Sandra, 636
Bullseye, 93
Bulls-Eye Bill, 442, 162, 166,
196,197,481,579
Bulma, 190
Bumblebee, 591
Buono, Victor, 70, 326, 576
Burbank, 421
Burden, Bob, 105, 109, 168
Bureau of Extranormal Mat-
ters, 484
Bureau for Paranormal
Research and Defense
(BPRD), 254
Bureau of Secret Projects,
107
Burgos, Carl, 267, 268, 269,
332, 499, 584
Burke, Buck, 139
Burke, David, 604
Burnett, Alan, 66, 297
Burnley, Jack, 469, 498
Burnout (Gen 13), 225, 565,
570
Burns, Martin, 330
Burtis Publishing, 41
Burton, Tim, 60, 61, 66, 70,
142, 352, 485, 496, 524,
537, 549, 572
Burtt, Robert, 131
Bury, Shon C, 390
Buscema, John, 47, 182, 207,
424, 436, 453, 476, 501,
599
Buscema, Sal, 177, 178, 242,
287, 369, 464, 501
Busch, Adam, 98
Bush, George W., 520
Bushido (Planet DC), 282
Bushman, Ronald, 353, 354
Bushmaster (Global
Guardians), 281
Busiek, Kurt, 38, 48, 179,
194, 201, 287, 388, 423,
454, 487, 505, 528, 620
Butcher, 359
Butler, Yancy, 558
Buttercup, 390, 494, 567
Butterfly (superhero), 280,
405
Buttery Pat, 603
Buzz (superhero), 280
Buzz Lightyear of Star Com-
mand, 494
Buzzi, Ruth, 297
B'Wana Beast, 373
Byrd, Ralph, 509
Byrne, John, 9, 47, 105, 167,
170, 175, 207, 254, 260,
262,263,287,307,310,
335, 368, 387, 424, 425,
454, 476, 482, 490, 497,
503,505,542,569,625,
631, 643, 644, 659
Byron Preiss Multimedia Com-
pany, 527
Byth (villain), 253
Caan, James, 7
Caape, James, 297
Cable, 652, 653
Cable, Philip R., 75
Cadigan, Pat, 527
Caesar, Jonathan, 621
Cage, 9, 388
Cage, Luke See Power Man
Cage, Nicolas, 8, 228, 324,
367, 387, 549
Caidin, Martin, 145
Cain, 70, 580
Cain, Cassandra, 56
Cain, David, 56, 530
Cain, Dean, 306 (ill.), 548
Cain Marko, 659
Callahan, Harry See Dirty
Harry
Calamari, 199
Calame, Don, 608
Cale, 409
Caleb, 98
Calendar, Jenny, 97
Calendar Man, 69, 575
Caliber Comics, 557
Caliber Press, 75
The Call (2003), 201
The Call of Duty (2002), 201
Callan, K, 548
Callan, Michael, 484
Callas, Charlie, 296
Callisto, 656, 659
Calvert, Jim, 484
Calvin College, 40
Camelot, 557
Camelot 3000, 175, 504
Cameron, James, 458, 655
Cameron, Joanna, 290
Cameron, Lome, 297
Camp and Comedy Heroes,
101-107
See also The Ambiguous-
ly Gay Duo, Ambush
Bug, Archie Comics,
Bluntman and Chronic,
Captain Carrot, Fat
Fury, Fighting Ameri-
can, Forbush-Man, Fun-
nyman, Goofy, The
Greatest American
Hero, Hoppy the Mar-
vel Bunny, Inferior Five,
MAD, Megaton Man,
The Mighty Heroes,
Mighty Mouse, Mon-
keyman and O'Brien,
TH£ SUPBBHeiZO BOOK
6?$
Index
Mysterymen Stories,
National Lampoon, Not
Bland Echh, Radioac-
tive Man, Red Tornado,
Super Rabbit,
Superduperman,
Supersnipe, Teenage
Mutant Ninja Turtles,
The Tick, X-Presidents
Camp Heroes in the Media,
107-110
Camp Sunshine, 399
Campaign to Rejoin America's
Principles, 113
Campbell, Billy, 407
Campbell, J. Scott, 226, 275,
405
Campbell, Joseph, 516, 561
Campbell, Scott, 505
Canada Post, 122
Canadian Intelligence Security
Organization (C.I.S.O.), 121
Canadian superheroes, 122
Canary Cry, 78
Candy, Etta, 628, 631
Canfield, Paul, 138
Caniff, Milton, 81
Cannell, Stephen J., 235, 236
Cannon, 458, 548
Cannon Films, 483, 546, 548
Cannonball, 570, 649, 650,
651, 652, 653
Cannon-Thunderbolt, Peter,
144, 434
Canuck, Johnny, 122
Cap, 510
Caped Crusader See Batman
Capes (2003), 107
Capital Comics, 350, 52
Capital Distributing Company,
143
Capitan Hispania (Spanish
superhero), 284
Capitan Italia (Italian super-
hero), 283
Capitao Marvel (Brazilian Cap-
atin Marvel), 127
Cap'n Hawk, 77
Capricorn, 212
Captain Action (comic book),
111, 500
Captain Action #1 (Cap-
tain Action's debut),
111
Captain Action (superhero),
110-111, 110 (ill.), 572,
578
Captain Action: The Original
Super-Hero Action Figure
(2002), 111
Captain Adam, 42
Captain Aero, 355, 495
Captain Amazing, 105, 168
Captain America (animated
series, 1966), 263, 490
Captain America (comic book),
87,91,232,332,475,
408, 500, 502, 509, 522,
561, 638, 654
Captain America #1
(Captain America's
debut, 1941), 427,
558
Captain America #106,
113 (ill.)
Captain America #217,
331
Captain America (movie,
1992), 116
Captain America (movie serial,
1943), 115, 332
Captain America (movie serial,
1944), 575
Captain America (superhero),
6,9,29,34,35,46,47,48,
102, 111-114, 116, 117,
148, 215, 216, 251, 267,
270, 358, 364, 400, 419,
427, 434, 435, 457, 487,
494, 510, 522, 523, 531,
533, 558, 559, 560, 561,
562, 566, 567, 568, 573,
574, 577, 581, 585, 589,
590, 615, 626, 636, 637
in All-Winners Squad,
284
attempts to revive, in the
1950s, 333
Guardians of the Galaxy,
crossover story with,
242
postwar resurrection of,
233
origin of, 332
shield of, 243
in World War II, 231
Captain America (TV movie,
1979), 115
Captain America and the Fal-
con, 114
Captain America: Death Too
Soon (TV pilot, 1979), 116
Captain America: Holocaust for
Hire, 526
Captain America in the Media,
114-116
Captain America: The Great
Gold Steal, 526
Captain America II (TV pilot,
1979), 116
Captain Americat, 105
Captain Atom (Australian
superhero), 282
Captain Atom (comic book),
118, 145
Captain Atom (superhero),
116-119, 144, 152, 250,
434, 578, 611
Justice League of Ameri-
ca, member of, 294
Captain Avenger, 108
Captain Barbell (Filipino super-
hero), 284
Captain Battle, 558
Captain Boomerang, 220,
570,575
Captain Britain (comic book
and superhero), 119-121,
282, 283, 567, 644, 645,
646, 647
Captain Britain Corps, 119,
121
Captain Britain Weekly vol. 1,
#1 (Captain Britain's debut),
119
Captain California, 492
Captain Canuck (comic book
and superhero), 121-122,
282
Captain Canuck Club (CCC),
122
Captain Canuck Reborn, 122
Captain Canuck Reborn
#2, 121 (ill.)
Captain Canuck Summer Spe-
cial, 121
Captain Carrot and His Amaz-
ing Zoo Crew, 105, 223
Captain Cash, 374
Captain Caveman (superhero),
247
Captain Caveman and the Teen
Angels (animated series,
1977), 247
Captain Cleo, 554
Captain Clockwork, 185
Captain Cold, 220, 478, 575,
579
Captain Comet, 440, 588
Captain Commando, 559
Captain Courageous, 558,
637
Captain Crandall, 494
Captain Dash, 440
Captain Decency, 603
Captain EO, 405
Captain Fearless, 637
Captain Fight, 558
Captain Flag (comic book),
637
Captain Flag (superhero), 559
Captain Flash, 2
Captain Freedom, 1, 81, 248,
553, 559, 636
Captain Future, 440
Captain Harlock, 391
Captain Hero, 287, 388, 434
Captain Kentucky, 554
Captain Klutz, 104, 434, 523
Captain Laser, 374
Captain Liberty, 604
Captain Magnet (English
superhero), 283
Captain Marvel (comic book),
101, 639
Captain Marvel #33,
123 (ill.)
Captain Marvel #149,
127 (ill.)
Captain Marvel (superhero), 8,
34, 42, 75, 95, 96, 99, 100,
122-124, 128, 129 (ill.),
132, 174, 296, 296 (ill.),
300, 347, 354, 355, 373,
428, 437, 441, 488, 492,
498, 503, 509, 516, 518,
522, 524, 526, 531, 533,
553, 563, 565, 567, 573,
581, 608, 637
Fawcett Comics version,
122, 125-131
in Golden Age
(1938-1954), 122
Justice League of Ameri-
ca, member of, 294
M.F Publications ver-
sion, 434
Myron Fass version, 122
Captain Marvel (TV series),
132
renamed Jet Jackson,
132
Captain Marvel Adventures,
104, 498, 638
Captain Marvel Adven-
tures #18 (Mary Mar-
vel's debut), 336
Captain Marvel fan club, 127
Captain Marvel Jr. (comic
book), 499
Captain Marvel Jr. (superhero),
99, 100, 124-125, 126,
131, 232, 328, 336, 428,
488, 492, 518, 530, 531,
567, 568, 574, 592
Captain Marvel/Shazam!
(superhero), 124, 125-128,
129
six great powers of, 125
in World War II, 231
Captain Marvel/Shazam! in
the Media, 128-131
tft*
TH£ SUPBBHeiZO BOOK
Index
Captain Mar-Veil See Captain
Marvel
Captain Midnight (radio serial),
511
Captain Midnight (superhero),
131-132, 512, 575
Captain Miracle (English
superhero), 283
Captain Nazi, 100, 124, 126,
574, 638
Captain Nic (comic book), 103
Captain Nic (TV series), 103
Captain Nice (comic book),
107
Captain Nice (superhero), 523
Captain Nice (TV series), 434
Captain Nippon, 125, 574,
638
Captain Paragon, 1, 210
Captain Planet and the Plane-
teers, 359, 493
Captain Red Blazer, 559
Captain Squid, 89
Captain Swastika, 574, 638
Captain Swift (Freedom
Brigade), 276
Captain 3-D (comic book), 249
Captain Thunder, 128, 373
Captain U.K., 121
Captain Underpants, 525
Captain USA, 560
Captain Victory, 637
Captain Video and His Video
Rangers (TV series,
1949-55), 440
Captain Von Tepp, 88
Captain Whammy, 491
Captain Wings, 2
Captain X, 33
Carbone, Joey, 393
Carbonell, Nestor, 604
Card Captor, 133
Card Captors Sakura (animat-
ed series), 133-134
Card Captors Sakura (comic
book), 20, 133, 413
Card Captor Sakura (super-
hero), 132-134
Card Captor Sakura: The Movie
(1999), 134
Card Captor Sakura: Trie
Seated Card (2000), 134
Card Sharks, 527
Cardcaptors (animated series),
20, 134
Cardy, Nick, 30, 501, 591,
591 (ill.)
Carey, Dan, 349
Carlin, Mike, 484
Carlson, Gary S., 74, 75
Carnaby Street, 576
Carnage, 453, 457, 458, 463,
580
Carnifex, 527
"Carnival of Fiends" storyline,
356
Carolco, 458
Carolyn, 635
Carpenter, Charisma, 97
Carpenter, Julia See Spider-
Woman
Carr, Snapper, 357
Justice League of Ameri-
ca, member of, 293
Carr, Tommy, 544
Carradine, David, 338
Carrey, Jim, 67, 70, 168, 338,
439, 529, 580
Carrier, 44
Carrion, 580
Carroll, Lewis, 646
Carroll, Renee, 290
Carter, Jimmy, 520
Carter, Joan, 403, 404
Carter, Lynda, 174, 536, 630,
634, 636
Carter Nash, 107
Carter, Sharon, 113, 114
Cartoon Action Hour, 515
Cartoon/Fantasy Organization,
20
Cartoon Network, 176, 191,
241, 297, 391, 403, 413,
429, 439, 479, 493, 494,
538, 542, 549, 564, 567,
593, 632, 636
Adult Swim on, 246
Justice League (2001- )
on, 9
Cartoon Network Presents
(comic book), 439
Cartoon Planet (animated
series, 1997-1999), 439
Carvey, Dana, 548
Casanova Frankenstein, 109
Cascabel (Triada Vertice), 284
Case, Lenore, 238, 317
Caseneuve, Arturo, 81
Casey, Ben, 502
Casey, Joe, 405
Casey, Sam, 146
Cash, Cole, 622
Casper the Friendly Ghost
(character), 524
Casper the Friendly Ghost
(comic book), 82, 247, 249
Cassaday, John, 505, 645
Cassandra, 530
Casshan (1973), 271
Casshan: Robot Hunter (comic
book and superhero), 19,
134-135, 596
Cassidy, Paul, 403
Cassidy, Sean, 643, 648, 650
Cassidy, Teresa, 653
Cassie, 631
Cassone, John, 186
Cassutt, Michael, 527
Castiglione, Christie, 396
Castiglione, Frank See Punisher
Castiglione, Frank Jr., 396
Castle, Frank See Punisher
Castle Waiting, 184
Castro, Adam-Troy, 528
The Cat (comic book), 536
The Cat #4, 136 (ill.)
The Cat (superhero), 47,
135-136, 213, 340, 488
Cat Claw (Yugoslavian super-
hero), 284
Cat Heroes, 137-138
See also Black Cat,
Black Panther, Cat-
Man, Catwoman,
Cougar, Jaguar, Lynx,
Kitten, Panthea, Puma-
man, Streaky the
Supercat, Tiger Boy,
Tigra, Wildcat
Catalyst, 488
Catalyst: Agents of Change,
168-169, 571
Catarang, 140
"Catch Me Now I'm Falling"
(song), 116
Catgirls from Mars, 2
Catherine, 150
Catman (Canadian superhero),
122, 211, 405
Cat-Man (superhero), 2, 137,
139-140, 315, 428, 522,
533
Cat-Man #1 (Cat-Man's debut),
139
Catpeople, 135
Catplane, 140
Cat's Eye Investigations, 83
Catshark Squad, 272
Catt, 474
Catwoman (comic book), 51
Catwoman (movie, 2004),
142, 215
Catwoman (superhero/villain),
55, 57, 65-70, 78, 80, 137,
140-142, 141 (ill.), 214,
270, 316, 402, 486, 532,
535-537, 572, 574, 575,
582, 629
Catwoman: Tiger Hunt, 526
Caulder, Niles, 187, 530, 569
Caulfield, Emma, 97
Cavadini, Catherine, 391
CCA See Comics Code Authority
Ceevee Beaumont, 107
"Celestial Madonna," 47
Celsius, 188
Centaur Comics, 76
Centaur Publications, 27, 230,
383, 479
Center Neptune, 73
Central City, 433, 467, 485
Central Computer Nexus, 506
Central Intelligence Agency
(CIA), 561
Central Park Media (CPM), 21,
22, 393
Cerberus, the three-headed
hound of hell, 133
Cerebro, 507, 657
Cereous trie Aardvark, 445
Cerise, 647
Certa, Joe, 328, 404
Cetacean, 326
CGI See Computer-generated
imagery
CGW See Comics' Greatest
World
Cha, Keu, 400
Chabon, Michael, 280, 418,
460, 499, 525, 528
Chadwick, Paul, 167
Chain Gang, 107
Chainsaw Vigilante, 603
Chairface Chippendale, 603
Chalenne, 157
Challenge of the Super Friends
(animated series,
1978-1979), 65, 477, 478,
492, 545, 579
Challengers of the Unknown
(superteam), 142-143
Challengers of the Unknown
#3, 143 (ill.)
Challengers' Mountain, 142,
143
Chamber, 649, 650
Chamberlin, Doug, 608
Chambers, Johnny, 553
Chameleon, 65, 116, 451,
457
Chameleon Boy, 308, 309,
562, 568
Champ (superhero), 248
Champ Comics, 248
Champion City, 109
Champion Comics See Champ
Comics
Champions (comic book), 86,
513, 514, 568
Champions (superteam), 86,
162, 228, 280, 488
Chan, Ernie, 287, 388
Chan, Jackie, 147,391
Chance, Christopher, 147
TH£ SUPBBHeiZO BOOK
**
Index
Chandell, 64
Chandler, Rev. Charles, 486
Chandra, Elizabeth, 399
Chaney, Lon Jr., 379
Chang, Percival Edmund,
"Eddy" See Grunge (Gen 13)
Changeling, 138, 564, 567,
591, 593, 644
Chaos! Comics, 51
Chaosium, 513
Chapel (comic book), 202
Chapel (Youngblood), 202,
443, 444
Chapel, Beth, 529
Chapman, Hank, 584
Charaxes, 70
Charendoff, Tara, 67
Charest, Travis, 623
Charity Bizarre, 216
The Charlatan, 627
Charlie's Angels, 352
Charlie's Angels (TV series,
1976-1981), 536, 549
Charlie-27 (Guardians of the
Galaxy), 242, 441
Charlton See Charlton Comics
Charlton Bullseye, 118, 200
Charlton Comics, 28, 42, 92,
95, 102, 117, 143, 146,
199, 222-223, 378, 404,
434, 501-503, 530, 556,
560, 578, 581, 618
Charlton Heroes, 143-145
See also Atomic Mouse,
Blue Beetle, Captain
Atom, E-Man, Flash
Gordon, Judomaster,
Nightshade, Peace-
maker, Phantom,
Question, Sarge Steel,
Underdog, Watchmen
Charlton Publications See
Charlton Comics
Chas, Teresa, 328
Chase, Adrian, 616
Chase, Bobbie, 504
Chase, Cordelia, 97
Chase, Danny, 592
Chase, Professor Jonathan
"J.C.," 328
Chaykin, Howard, 90, 95, 221,
281, 351, 422, 502
Cheapo, 474
Cheetah, 477, 574, 629, 631,
633,635
Chemo (villain), 341, 576
Chen, Jo, 449
Chen, Mike, 198
Chenault, General Claire, 414
Cheng'en, Wu, 189
Cheshire, 592, 593
Chesler, Harry "A," 279, 497,
529
Chiba, Mamoru See Tuxedo
Mask
Chichester, Dan, 164
Chi-Chi, 191
Chief, 188, 493, 530, 569, 614
Chief Anderson, 73
Chief O'Hara, 62
Chief Skullface, 356
Chiklis, Michael, 26
Children of the Sun (cult), 180
Children's Safety Network, 449
Children's Television Work-
shop, 64, 456
Chiller, 180
Chim-Chim, 448
Chobits, 133
Choi, Brandon, 226, 622
Chokkei, Hayami, 156
Chondu, 178
Chop Suey, 355, 495
Chop-Chop (Blackhawks), 88,
89, 90, 356
Christ, 541
Christman, Bert, 414
Christopher, Gerard, 482, 484
Chrome (Gen 13), 226, 365
Chronicles (2002), 185
Chrono Trigger, 21, 190
Chronos, 41, 517, 576
Chrysler Imperial Crown
(Green Hornet's Black Beau-
ty), 238, 572
Chu, Wong, 357
Chuck (Blackhawks), 88, 90
Chuck (Shazzan), 246
Chunk (The Flash's friend),
221 494
Chun-Li, 156
Church of Instrumentality, 441
Church of Scientology, 17
Church, Thomas Haden, 105,
109
Churchill, Winston, 285
CIA See Central Intelligence
Agency
Ciarfalio, Carl, 209
Cicero, Caesar, 463
Cinnabar Flats, 168, 488
Circe, 631
Citizen Toxie: The Toxic Avenger,
Part 4 (movie, 2000), 108
Citizen V, 638
The City, 602, 603
City of Tomorrow See Metropolis
City of Yesteryear See Gotham
City
Civilian Heroes, 145-147
See also Steve Austin,
Automan, Christopher
Chance, Dark Justice;
Gemini Man, Invisible
Man, Phoenix, Sable,
Jaime Sommers, The
Spirit, Matthew Star,
Starman, Ultiman,
Zorro
CKR Productions, 121
Claire Voyant, 534
CLAMP Studio, 132, 133
Clan Destine (English comic
book), 283
Claremont, Chris, 119, 120,
170,226,287,335,355,
387, 388, 464, 503, 527,
528, 625, 643, 644, 646,
650, 659
Clarendon, George, 421
Clark, Dave, 553
Clark, Dick, 210
Classic Media, 249
Claw, 159, 160, 574, 585, 638
Clawedd van Damage, 416
Clayface, 65, 67, 68, 69, 70,
79, 573, 575
Clayface (female), 70
Clea (Doctor Strange's girl-
friend), 183, 318, 565
Clef Blade, 622
Cleft the Boy Chin Wonder, 494
Clements, Andrew, 147
Clements, Chris, 54
Cleo, 554
Cliche, Karen, 657
Cliff Steele See Robotman
Clinton, Bill, 520
Cloak and Dagger
(superteam), 359, 390, 537
Cloak of Darkness, 211
Cloak of Levitation, 563
Clock King, 237
Clocktower, 78, 79, 506
Clockwork Angels, 21
"Clone" saga, 454
Clooney, George, 61, 67, 238
Cloud Curtis, 585
The Clow, 133
Clow Cards, 133
Clow Reed, 133
Clowes, Daniel, 184
Clown (superhero), 248, 574
Clown Prince of Crime, 579
Club of Heroes, 356
Clummox (Vicky and the X-Crit-
ters), 154
Clyde, 421
CM3, 488, 518
Coast City, 485
Coates, Phyllis, 544
Cobra (comic book), 18, 21
Cobra #6,149 (ill.)
Cobra (superhero), 38,
147-151, 573, 598
Cobra (TV series), 150
Cobra Girls, 150
Cobra Wonder, 150
Cobra: Galaxy Knights, 150
Cobra: Magic Doll, 150
Cobra: The Psychogun, 150
Cobweb (comic book), 16, 488
Cobweb (superhero), 368
Cockrum, Dave, 90, 309, 503,
643
Coda, 622
Codename Sai/or V, 411
Codename: Stryke Force, 157
Code-O-Graph, 131, 512
Coffield, Kelly, 109
Coghlan, Frank Jr., 127, 129,
509
Cogliostrom, 445
Cohen, Barney, 458
Cohen, Joel, 131
Cohen, Jon, 635
Cohen, Mitchell, 108
Coil, 471
Coil Man (The Impossibles),
245-246, 491
Colan, Gene, 47, 86, 162,
183, 193, 241, 289, 334,
476, 501
Cole, Gary, 297
Cole, Jack, 34, 83, 147, 159,
232, 383, 384, 385, 468,
498
Cole, Kasper, 85
Cole, L. B.,232
Coleman, Townsend, 603
Colletta, Vince, 290
Collins, Eddie See Shad-
owHawk
Collins, Joan, 64, 70
Collins, Max Allan, 22
Collins, Rusty, 651
Collyer, Bud, 31, 512, 515,
540, 543, 545
Colon, Ernie, 390, 607
Colonel Lynch, 227
Colonel Yon-Rogg, 122
Colonisers of Rigel, 598
Colossal Boy, 308, 564
Colossus, 95, 158, 358, 518,
564, 569, 642, 647, 651,
654
Colt (FemForce), 1, 211
Colt, Denny See The Spirit
Columbia Comics, 553
Columbia Pictures, 132, 378,
379, 422, 508, 509, 543
Columbia Tri-Star, 458
Columbine school shootings,
97
bl*
TH£ SUPBBHeiZO BOOK
Index
Columbus, Chris, 208, 210
Colvin, Jack, 264
Combat (Youngblood), 202
Combs, Jeffrey, 460
Comedian, 619
Comedy Central, 603
Comedy Comics, 440
Comely Comix, 121
Comely, Richard, 121-122
Comet, 27, 34, 35, 369
Comet the Super-Horse, 489,
541, 562
Comic Book Artist (magazine),
602
Comic Book Culture (2000),
231
Comic Book Guy, 53, 54, 525
Comic Book Nation (2001), 5,
432
Comic Book Superheroes:
Unmasked (TV special,
2003), 7, 93, 172, 350,
351, 501-502, 503, 523,
525, 636
Comic Book: The Movie, 110
Comic books, first ones,
228-229
Comic Cavalcade, 219
Comic House See Lev Gleason
Comics
The Comic Reader, 554
Comic Wars: How Two Tycoons
Battled Over the Marvel
Comics Empire ...And Both
Lost!!!! (2002), 335
Comico the Comic Company,
168, 198, 275, 350, 407,
439, 504, 513
Comico's Monolith, 565
Comics: Anatomy of a Mass
Medium (Reitberger, Fuchs),
5
Comics and Sequential Art,
468, 497
Comics: Between the Panels
(1998), 248, 501, 502
Comics Cavalcade, 239
Comics Code, 25, 69, 127,
151-152, 346
loosening of restrictions,
152
seal of, 151 (ill.)
publishers stop using,
152
See also Comics Code
Authority (CCA)
Comics Code Authority (CCA),
25, 81, 94, 173, 350, 388,
395, 429, 430, 452, 523,
557,575,579
See also Comics Code
Comics' Greatest World
(CGW), 168, 169, 352, 488,
608
Comics Magazine Association
of America (CMAA), 151
Commander (DNAgents), 193
Commander Battle, 42
Commander Cody, 440
Commander Courage, 110
Commander Kraken, 476
Commander Steel, 473
Commandette, 373, 533
Commando Cody See Rocket-
man
Commando D, 1
Commando Yank (comic book),
637
Commando Yank (superhero),
2, 99, 559, 585
Commission, 465
Commissioner Dolan See
Police Commissioner Dolan
Commissioner Gordon (Bat-
man), 55, 57, 58, 60, 62,
64, 140, 496, 571, 579
Communism in comics, 86,
153, 215-216, 232-233,
251, 279, 288, 333, 559
Complete Western Book (peri-
odical), 332
Composite Superman, 550,
576
Compton, John, 584
Computer-generated imagery
(CGI), 267
Compute, 309, 576
Com.X, 561
Conan the Barbarian (comic
book), 334, 501, 503
Conan the Barbarian (super-
hero), 94, 536
Concrete, 167, 351
Condor, 77, 369
Condorman (comic book), 108
Condorman (superhero), 76
Confessor, 39
Congo Bill (comic book), 509,
522
Congo Bill (superhero), 173
Conn, Katie, 139
Connelly, Jennifer, 267, 407
Conner, Amanda, 214, 374,
505
Connors, Dr. Curt, 460
Conqueror, 559
Conroy, Buzz, 245
Conroy, Chris, 608
Conroy, Kevin, 66, 68
Constantin, Mike, 75
Constantine, John, 615
Constantine, Storm, 527
Contest of Champions (1982)
See Marvel Super-Heroes
Contest of Champions (1982)
Contest of Champions (2003),
282
See also Marvel Super-
Hero Contest of Cham-
pions (1982)
Continuity Associates, 502
Contrary, 609
Conway, Gerry, 47, 95, 216,
217, 300, 395, 397, 452,
453, 588, 599
Conway, Tim, 525
Coogan, Peter, 558
Cooke, Darwyn, 143
Coolio, 472
Cooper, Alice, 405, 406
Cooper, Harriet See Aunt Harri-
et (Batman)
Cooper, Jackie, 484, 546
Coppola, Chistopher, 324
Coppola, Francis Ford, 324,
405
Coppola, Nicolas See Cage,
Nicolas
Copycat, 653
Corben, Richard, 388
Cordelia, 649
Corman, Roger, 209
Corrector Yui, 133
Corrigan, Jim See The Spectre
Corrupter, 369
Cortex, 75
Cosby, Bill, 108
The Cosby Show, 221
Cosmic Awareness, 565
Cosmic Boy, 308, 309, 310,
431, 638
Cosmic Cube, 123
Cosmic Enforcers, 514
Cosmic King, 576
Cosmic Ray Vibrator, 440
Cosmic Rock Zombie Radio,
311,312
Cosmic Rod See Gravity Rod
Cosmic Viking, 180
Cosmo the superpet, 142
Cosplay City, 155
Costanza, Pete, 126
Coto, Manny, 458
Trie Cougar (comic book), 138
Cougar (Youngblood), 138,
202
The Count (AC Comics writer-
artist), 212
Count Cagliostro, 635
Count Kohler, 53
Count Nefaria, 289
Count Yuscha Liffso, 216
Counter Earth, 457, 458
Coupland, Douglas, 647
Courageous Cat, 102
Courageous Cat and Minute
Mouse, 490
Coutts, Ed, 212
Cover, Arthur Byron, 400, 527
Cowan, Bernard, 455
Cowan, Denys, 287, 345, 388,
471
Cowgirl Romances, 333
Cox, Brian, 657
Cox, Courtney, 108
Cox, Greg, 528
Coyote, 138
CPM See Central Park Media
Crack Comics, 83, 480
CRACKED, 106
Craddock, Gentleman Jim See
Gentleman Ghost
Crag, 494
The Crazy Gang, 646
Craig, Garrett, 130, 296, 296
(ill.)
Craig, Yvonne, 54, 59, 64,
572
Cramer, Herman See Blimp
(Inferior Five)
Crandall, Reed, 83, 88, 186,
232, 601
Crane, Bob See Robotman
Crane, Jeanette, 197
Crane, Jonathan, 68
Cranston, Billy, 343
Cranston, Lamont See The
Shadow
Crash, 472
Crash Comics, 139
Crash Nebula, 494
Crawford Chemical Works, 383
Crawford, Michael, 76, 108
Crazy Eight, 466
Crazy Jane, 188, 614
Creaturas de la Noche (Mexi-
can superhero), 284
Creature King, 438
Creed, Roger, 379
Creed, Victor, 660
Creeper (superhero),
152-154, 174, 554, 588,
Justice League of America,
member of, 294
The Creeper (Shadow villain),
421
The Creeper #2, 153 (ill.)
Creepy, 389
Creepy Worlds, 602
The Crew, 9
Crime Alley, 65, 485
Crime Buster, 369
Crime Crusaders Club, 100,
568
TH£ SUPBBHeiZO BOOK
6*9
Index
Crime Does Not Pay, 91, 92,
159, 160
Crimebuster, 428, 559
Crime-Master, 451
Crime-Scene Kit (Batman's
gadget), 72
Criminal Macabre, 445
Crimson Avenger (superhero),
229, 428, 553, 616
Crimson Centipede, 629
Crimson Chin, 494
Crimson Comet (Australian
superhero), 282
Crimson Dynamo (Soviet
Super-Soldiers), 282, 577
Crisis at Crusaders Citadel,
513
Crisis #7, 490
"Crisis on Earth-One" storyline
586
Crisis on Infinite Earths (comic
book, 1985-1986), 56,
175, 220, 250, 270,
300-301, 315, 324, 351,
490, 503, 535, 542, 566,
589, 592, 630
Criss, Peter, 405
Critical Maas, 400
Croce, Jim, 524, 541
Crocodile People, 253
Croft, Douglas, 61, 509
Croft, Lara, 29, 51, 147, 214,
352, 538, 582
See also Tomb Raider
Crogan, 508
Crosby, Cathy Lee, 630, 633
Cross, Chris and Christy See
Super Stretch and
Microwoman
Cross, Pieter, 529
Cross Technologies, 251
CrossGen Comics, 481, 582
Crossfire, 350
Crossover Classics, 589
The Crow (movie, 1994), 557
The Crow (superhero), 351,
557, 558, 574
Crow, Jasper, 84
The Crow: Stairway to Heaven
(TV series), 557
Crowley, Matt, 62
Crude Oil Monster, 478
Cruise, Dylan, 157
Cruise, Tom, 203
Cruise-Wagner Productions,
203
Crumb, Robert, 443, 497
Cruncher Block, 448
Crusade Comics, 51, 425,
426
Crusade Fine Arts Ltd., 426
Crusader, 331, 373
Crusader Rabbit (animated
series), 223
Crusader X, 121
Crusaders, 567
Crusaders from Mars (comic
book, 1952), 440
Crusading Chameleon, 603
Crush, 169
Crusher Joe, 393
Cruz, E. R., 422
Crying Freeman 326
Crystal (Inhumans), 277, 417
as Fantastic Four mem-
ber, 277
Crystal (Fantastic Four animat-
ed series, 1994-1996), 210
Crystal Boy, 150
Cuckoo Man, 491
Cuidera, Chuck, 87, 89
Culhane, Shamus, 455
Culp, Joseph, 209
Culp, Robert, 235, 236
Cult Comics, 283
Cumming, Alan, 657
Cumulus 76
Curly, 160
Curly Neal, 105
Curry, Arthur, 30
Curry, Tom, 30
Cursor, 146
Curtis, 442
Curtis, Jack, 448
Cusack, Ann, 583
Cutey Bunny (comic book),
156
Cutey Bunny (superhero),
154-155
Cutey Honey, 154, 155-157,
156 (ill.)
Cutey Honey Hash, 156
Cutey Honey '90 See New
Cutey Honey
Cuti, Nick, 144, 199
Cutler, Brian, 290
Cyberdata, 157
Cyberface, 416
Cyberforce (comic book,
1993-1997), 158, 275,
570
Cyberforce (superteam),
157-158, 359, 426
Cyberforce Origins
(1995-1996), 158
Cyberforce Universe Source-
book (1994-1995), 158
Cyberforce, Stryke Force:
Opposing Force (1995), 157
Cyblade (superhero), 157,
197,426,537
Cybiade/Ghost Rider (1997),
158
Cyblade/Shi: The Battle for
Independents (1995), 158,
426
Cyborg (comic book), 9, 145
Cyborg (superhero), 8, 430,
479, 518, 530, 567, 581,
591, 592, 593
Cyborg Superman, 472
Cyborg 009 (comic book), 19,
155, 321
Cyborg 009 (superhero), 23,
38
Cyborgs, history of, 321
Cycat (Vicky and the X-Crit-
ters), 154
Cyclone, 74
Cyclone Comics (Australia),
282
Cyclops (X-Men), 34, 157,
318,358,369,518,535,
565, 569, 626, 641, 643,
652, 654-656, 655 (ill.)
Cye, 409
Cygnus Comics (Mexico), 284
Cypher, 651
Cyrus, Billy Ray, 405
Czar of Fear, 181
Czarnia (planet), 311
Czuchra, Tommy See Monolith
Dacia, 612
DaCosta, Roberto, 650
Daddy Day Care, 525
Daemonites, 622, 623, 624
Daffy the Great, 179
Dafoe,Willem, 458, 580
Dagger, 537, 597
Dagger of Kamui, 20
Daichi, Akito, 134
Daidouji, Tomoyo, 133
Daily Bugle, 317, 396, 418,
451, 462, 554
Daily Crusader, 554
Daily, Elizabeth, 227, 391
Daiiy Giobe, 463, 554
Daily Globe-Leader, 553
Daily Planet, 305, 371, 486,
495, 540, 544, 549, 554
Daily Sentinel, 238, 511, 553
Daily Star, 305, 540
Daimon Hellstrom, 557
Dais, 409
Daisy Fields, 52
Daitokuji, B-ko, 392, 393
Dakota (city), 345, 488
Dalton, Timothy, 407, 549
Dama (Filipino superhero),
284
Damage, 592, 593
Damien DarkLord, 416
Dandy, 559, 636
Dane, Darrel, 185
Dane, Lorna, 642
Danger Giri, 275
Danger Mouse (animated
series), 223
Danger Room, 507
Danger Unlimited, 168
Dangerous Boy, 597
Dani Moonstar, 650
Daniels, Harold, 379
Daniels, Les, 7, 28, 171, 314,
332, 518, 588
Daniels, William, 107
Danny the Street, 188, 614
Danuta, 78
Danvers, Carol, 123
as Ms. Marvel, 123
as Warbird (the
Avengers), 123
Danvers family, 489
Danvers, Linda Lee See Super-
girl
D'Arby, Terence Trent, 472
Daredevil (animated series),
165
Daredevil (comic book), 86,
196, 214, 324, 350, 335,
389, 396, 476, 501, 503,
505, 519, 536, 589, 590,
600
Daredevil #1 (debut of
Marvel's Daredevil),
165, 531, 585
Daredevi) #168, 536
Daredevif #181, 161
Daredevil #220, 163
(ill.)
Daredevil (movie, 2003), 29,
164, 166, 166 (ill.), 197,
336, 419, 537
Daredevil (superhero, Lev
Gleason Comics), 35,
159-161
Daredevil (superhero, Marvel
Comics), 29, 43, 161-165,
197, 210, 213, 265, 313,
318, 334, 350, 419, 426,
433, 451, 457, 463, 487,
496, 500, 507, 510, 518,
519, 523, 529, 554, 565,
578, 579, 580, 581, 585,
590, 595
Daredevil Battles Hitler, 160
Daredevil Battles Hitler
#1, 574
"Daredevil: Born Again" story-
line, 504
fcflO
TH£ SUPBBHeiZO BOOK
Index
Daredevil in the Media,
165-167
Daredevil vs. Spider-Man (ani-
mated DVD, 2003), 165
The Daredevils, 120
Dargo, 600
Daring, 475
Daring Mystery #6 (1940),
330
Dark Angel, 538
Dark, Danny, 545
Dark Dhagor, 211
Dark Horse See Dark Horse
Comics
Dark Horse Comics, 29, 38,
51, 53, 98, 167, 239, 254,
323,350,352,405,407,
422, 423, 426, 446, 487,
488, 504, 520, 529, 558,
561, 563, 564, 571, 581,
582, 583, 589, 608
Dark Horse Miniatures, 595
Dark Horse Presents (DHP),
167, 561
Dark Horse Presents
#10, 337
Dark Horse Presents
#11 (debut of the
Mask), 168
Dark Justice, 147
Dark Knight See Batman, as
Dark Knight
Dark Lord, 409
Dark Nebula (Australian super-
hero), 282
Dark Phoenix, 580, 656
"Dark Phoenix Saga" storyline
(X-Men), 214
Dark Warlords, 409
Darkchylde, 537
Darkfire, 212
Darkhaven, Laurel, 399
Darkminds, 21
Darkmoor Research Centre,
119
The Darkness, 445
Darknight Detective See Bat-
man
Darkseid, 93, 217, 309, 330,
361,362,363,473,478,
479, 517, 549, 551, 571,
578,631
Darkshadow, 399
Darkstar (The New Titans) See
Wonder Girl
Darkstars (superteam), 241
Darkwing Duck (animated
series), 223, 493
Darling, Lt. Frank, 415
"Darling of Darkness," 144
Darth Vader, 206, 283, 363
Daugherty, Michael, 545
Daughters of the Dragon,
256-257, 287
Dave Stevens' Rocketeer, 194
Davey, John, 128, 130
David McKay Company, 378
David, Peter, 48, 110, 215,
260, 262, 313, 528
Davidson, Pam, 235
marries Ralph Hinckley,
236
Davies, John Rhys, 165, 265
Davis, Alan, 48, 120, 347,
375,645
Davis, Jack, 497
Davis, Kristin, 474
Davis, Larry, 102
Davis, Michael, 345
Davis, Phil, 378
Davis, Rocky, 142
Davison, Bruce, 656
Dawnstar, 77
Day of Judgment (miniseries,
1999), 218
The Day the Earth Stood Still
(movie, 1951), 440
Day, Gene, 339
Daydreamers, 649
Dayton, Steve, 187
Dazzler (comic book), 405
Dazzler #1 (Dazzler's
debut), 170
Dazzler (superhero), 170-171,
536, 644, 653, 654
Dazzler: The Movie (1984),
170
D-Boy, 597
DC Comics, 171-176
Batman, debut of, 56,
172
Batman, importance of,
173-174
creates first superhero
team ever (Justice
Society of America),
298
creates Justice League
of America, 293
and the "DC Explosion,"
96, 175
and the "DC Implosion,"
8, 96, 175, 217
and direct market sales,
350
editorial staff, appearing
in comics, 277
first superhero, intro-
duces, 229
genres of, 173
in Golden Age, 172
horror genre, importance
to, 174
Impact imprint, 138,
279
Kinney National Ser-
vices, purchased by,
174
Jack Kirby defects to,
from Marvel, 174-175
and manga-inspired
comics, 221
Marvel Comics, competi-
tion with, 174, 332,
333
Marvel Comics, partner-
ship with, 174-175,
334
merges with Ail-Ameri-
can Publications, 298
as National Allied Publi-
cations, 171
as National Comics, 171
origins of, 171
sidekicks, invents use
of, 230
in Silver Age, 173
Superman, debut of,
172, 229
Vertigo imprint, 175,
198
Warner Publishing, par-
ent company of, 175
WildStorm Studios, pur-
chases, 226
DC Comics Presents, 217,
588, 591
DC Comics: Sixty Years of the
World's Favorite Comic Book
Heroes (1995), 9, 171
DC Comics Style Guide, 479
DC Comics'
WildStorm/Homage, 39
"DC Explosion," 96, 175, 217
DC Heroes Role-Playing Game,
514
"DC Implosion," 96, 175
DC Universe Roleplaying Game,
515
DC vs. Marvel, 589
de Brulier, Nigel, 129
de Lancie, John, 227
De Souza, Stephen E., 380
Dead Girl, 565, 570, 653
Deadhead, 527
Deadline (comic book), 201
Deadline (magazine), 583
Deadlock (Youngblood villain),
202
Deadly Duo, 416
Deadly Hands ofKung Fu, 339,
358
Deadman, 28, 59, 176-177,
313, 383, 444, 502, 556,
563
Deadman #6, 176 (ill.)
Deadpool, 580
Deadshot, 297, 316, 579
Dean, Betty, 475
Death (villain), 414, 558
The Death and Life of Super-
man, 527
"Death of Robin," storyline
503
See also Robin the Boy
Wonder
Death of Superman See
Superman, Death of
The Death of the Incredible
Hulk (TV movie, 1990), 265
Death Star, 156
Death Star, 363
Death Wish, 29
Deathbird, 355
Deathblow, 624
Deathlok, 441, 518, 581
Deathmask (comic book), 353
Deathmask (villain), 365
Deathmate Black See Death-
mate #2
Deathmate #2 (Gen 13's
debut), 225
Death's Head (English comic
book), 283
Deathstroke, 530, 582, 592,
593
DeCandido, Keith R. A., 527,
528
Decency Squad, 603
Decrepit Comics, 104
Deductive Comics, 74
Dee, Jeff, 513
Deerborn, Sue, 199
DeFalco, Tom, 47, 170, 335,
368, 463, 599
Defenders (comic book), 179,
184, 213, 476, 481
Defenders (superteam), 136,
177-179, 251, 354, 387,
436, 437, 536, 569, 582
Guardians of the Galaxy,
crossover story with,
242
Defenders of the Earth (ani-
mated series and comic
book), 378, 379, 493, 556
Defenders of the Earth
(superteam), 569
Defensor, 282
Degaton, Per (villain), 298,
574
DeGuere, Philip, 184
del Toro, Guillermo, 168, 256
TH£ SUPBBHeiZO BOOK
6a/
Index
Delaney, Dana, 549
Delaney, Samuel R., 629
Delano, Jamie, 120
Delicate Creatures, 275
Dell Comics, 42, 76, 221,
356, 404, 434, 556
Dell, Gabriel, 296
DeMatteis, J. M., 294, 295,
329, 330
Demise, 527
Demo, 601
The Demon, 94, 557
Demon (superhero), 297, 405,
549
"Demon in a Bottle," 518
Dennis, Paul See Robotman
Dent, Harvey, 68
Dent, Lester, 180, 182, 511
Denton Fixx, 106
Department H, 10, 11, 625
DePatie-Freleng Studio, 209,
457, 464, 492
Der, Richard, 422
Des Moines Register and Tri-
bune Syndicate, 466, 467
Desaad, 362, 478, 578
Desanex, Philbert, 627
DeSanto, Tom, 656
Desert Base, 258
Despero, 293, 576
DeStefano, Stephen, 106
Destiny, 475, 658
Destroyer, 513, 554, 559
Destroyer Duck (comic book,
1982-1984), 223, 416
Destructor, 95
Detective, 502
Detective Comics, 4, 55, 171,
199, 365, 403, 432, 498,
500, 528, 553, 562
Detective Comics #1
(March 1937), 229
Detective Comics #20
(Crimson Avenger's
debut, October 1938),
229
Detective Comics #27
(Batman's debut, May
1939), 57, 172, 229,
580
Detective Comics #38
(Robin's debut, April,
1940), 57, 172, 230,
315, 400, 427
Detective Comics #115
(debut of Martian Man-
hunter), 431
Detective Comics #359
(debut of Batgirl), 55
Detective Comics, Inc., 171,
229,327,329,539
Detective Story (magazine),
420
Detective Story Magazine Hour
(radio show), 420, 421
Devil, 378
Devil-Fish, 34
Devil Hulk, 263
Devilman (1972), 20, 155
Devins, Dick, 440
DeVito, Danny, 66, 70
Dexter Cortex, 74
Dexter, Rex, 440
Dexter's Laboratory, 391
Dezaki, Osamu, 37, 150
Dezuniga, Tony, 182
Diablo, 577
Diabolik (Italian superhero),
283
"Dial 'H' for Hero," 103,179-
180, 329
Diamond Comic Distributors,
525
Diamond Jack, 99
Diamond Lil, 11
Diamondback, 579
Diamondhead, 369, 370
Diaper Man, 491
Diaz, Cameron, 338, 538
Dibny, Ralph See Elongated
Man
Dibny, Sue, 317
DIC, 365, 413, 493, 609
Dick Giordano: Changing
Comics, One Day at a Time
(2003), 7, 28, 144, 502
Dick Tracy (comic book), 248,
508
Dickering, Bob, 27
Dickering, John, 27
Dickey Dean, 585
Dictionary (villain), 615
Die Another Day (movie,
2002), 538
Die Fledermaus (superhero),
603, 604
Diehard (Youngblood), 202
Digimon, 133
Dillin, Dick, 89, 294, 500
Dimension X, 595
Dimpsey, Michael, 38
Dinah Soar, 48
Dinehart, Alan, 72
Dingbats, 373
Dingle, Derek, 345
Dingo (Southern Squadron),
282
Dini, Paul, 66, 110, 295, 297,
363
Dino Boy (superhero), 246,
438
Dinosaur Neil, 603
DiPego, Gerald, 165
Dippe, Mark A. Z.,445
Dipreta, Tony, 160
Direct market selling, 1, 144,
152, 170, 217, 350
Dirt Devil, 609
Dirty Harry (policeman), 29
Dirty Pair, 21
Dirty Trixie, 492
Disco Dazzler, 170
Disney Studios See Walt Dis-
ney Studios
Disney, Walt, 19, 36, 104
Ditko, Steve, 28, 42, 92, 117,
118, 144, 152, 153, 161,
174, 183, 184, 194, 249,
250, 433, 435, 449, 452,
453, 455, 460-462, 470,
501, 554, 601, 614
Division 13, 169, 488
DNAgents (comic book), 157,
193, 350, 570
DNAgents #5, 194 (ill.)
DNAgents (superteam), 416
Doan, Colleen, 21
Doc Magnus, 341
Doc Ock See Doctor Octopus
Doc Samson, 260, 262
Doc Savage (movie, 1975),
182
Doc Savage (radio serial), 511
Doc Savage (superhero),
180-182, 406, 440, 538
Doc Savage Brotherhood of
Bronze, 182
Doc Savage Comics, 95, 182,
511
Doc Savage #3, 181 (ill.)
Doc Savage, the Invincible See
Doc Savage (superhero)
Dockwell, 622
Doctor (The Authority), 44
Dr. Alchemy, 575
Dr. Alraune, 353
Dr. Buick Riviera, 53
Dr. Cadaver, 75
Dr. Cesarian, 473
Dr. Cobra, 467
Dr. Cyber, 629
Dr. Daka, 61, 509
Dr. Death, 573
Dr. Demon, 422
Doctor Destiny, 342, 576
Doctor Diman, 349
Doctor Doom, 165, 206, 208,
209, 266, 282, 457, 507,
577,579
Dr. Dorcas, 31
Doctor Double-X, 575
Dr. Dred, 492
Dr. Drew, 382
Dr. Droog, 470
Dr. Dunn, 600
Dr. Erdel, 330
Dr. Eternity, 124
Dr. Evil (Captain Action villain),
110, 111, 578
Dr. Fang, 33
Dr. Fate, 188-189, 301, 432,
434, 488, 516, 556, 565,
566, 568, 573, 574, 585,
590
Justice League of Ameri-
ca, member of, 294
Justice Society of Ameri-
ca, member of, 298
Dr. Gore, 443
Dr. Gruesome, 277
Dr. Hy Q. Binana, 75
Dr. Killemoff, 493
Dr. Kisaragi, 155
Dr. Lancaster Hill, 138
Dr. Light, 293, 576, 591
Justice League of Ameri-
ca, member of, 294
Dr. Macabre, 139
Dr. Manhattan, 571, 611, 619
Dr. Midnight, 529
Dr. Mid-Nite, 301, 488, 566,
529
death of, 301
Infinity Inc., member of,
300
Justice Society of Ameri-
ca, member of, 298
Doctor Miracle, Master of
Magic, 248
Doctor Mist (Global
Guardians), 281
Dr. Moreau, 598
Dr. Occult, 556, 615
Doctor Octopus, 82, 265,
451, 455, 457, 460, 461,
466, 578
Dr. Osmosis, 132
Dr. Petrie, 338, 339
Dr. Poison, 629
Dr. Polaris, 518, 575
Dr. Psycho, 573, 629, 631,
632
Doctor Regulus, 576
Dr. Riddle, 573
Dr. Roberts, 186
Dr. Scarab, 493
Dr. Schubert, 326
Dr. Sivana, 125, 126, 130,
131,296,518,573,575,
579
Dr. Slump, 190, 391
Doctor Solar, 42, 117
Dr. Solar, Man of the Atom,
434
tf&
TH£ SUPBBHeiZO BOOK
Index
Dr. Sparta, 601
Dr. Speck, 185
Dr. Spectra, 118, 578
Dr. Spectrum, 520
Dr. Spicier, 414
Dr. Stellar, 74
Doctor Strange (comic book),
115
Doctor Strange (superhero),
82-184, 177, 178, 179,
260, 318, 334, 433, 445,
457, 487, 501, 510, 516,
556, 563, 565, 569, 578,
581, 590
as symbol of the hippie
movement, 183
Doctor Strange (TV movie),
184
Doctor Strange, Master of the
Mystic Arts: Nightmare, 526
Doctor Strangefate, 590
Dr. Strangeglove, 341
Dr. Tenma, 36
Dr. Thirteen, 382, 556
Dr. Tumolo, 135
Dr. Tzin-Tzin, 69
Dr. Villain, 472
Dr. Weird (comic book), 75
Dr. Weird (superhero), 74, 100
Dr. Zap, 455
Dodd, Wesley See Sandman
Dodson, Terry, 83
Doghouse of Solitude, 561
Doiby Dickies, 101
Do-It- Yourself Heroes,
184-185
See also Action Girl, Cap-
tain Clockwork, Dr.
Speck, The Eye, Mr. A,
Xal-Kor, the Human Cat
Dolan, Ellen, 467, 468
Dolenz, Mickey, 603
Doll Girl, 186, 315, 429, 533,
564
Doll Man (superhero), 40, 83,
84, 185-187, 230, 315,
429, 499, 533, 564, 567,
573
Dolmeck, 155
Dolmen (Iberia Inc.), 284
Dolph, 54
Dolphin, 31, 33, 373, 635
Dominique, 150
Domino, 652, 653
Domino, Johnny See Night
Man
Dominoed Dare-Doll, 510
Dominus, 551, 580
Dominus, Frank, 365
"Don Martin Looks at the
Hulk" (MAD parody), 106
Don't Touch That Dial!, 511
Don't Touch That Dial: Radio
Programming in American
Life from 1920 to 1960, 356
Donatello, 595
Donenfeld, Harry, 171, 229,
298
Donenfeld, Irwin, 277, 432
Donner, Richard, 495, 546
Donovan, 541
Donovan, Patsy, 511
Doodle, 559
Doom Beam Torch, 131
Doom Patrol, 187-188, 404,
530, 535, 564, 569
Doom Patrol (comic book),
187, 590, 614
Doom Patrol #96, 187
(ill.)
Doom, Victor Von See Doctor
Doom
Doomsday, 527, 542, 551,
579
Doop, 653
Doorman, 48
Doran, Colleen, 390, 504
Dorfman, Leo, 483
Dorgan, Ron, 53
Dork, 443
Dorkin, Evan, 106
Dormammu, 183, 465, 578
Dorn, Michael, 210
Dorno (The Herculoids), 246
Dororo (animated series,
1969), 322
Dororo (comic book,
1967-1968), 322
Dorothy Spinner, 614
Dorrance, Dane, 33
Double Header, 216
Double-Dare Adventures #2,
279 (ill.)
The Double Life of Private
Strong (comic book), 35,
560
007 (Double-O-Seven, James
Bond), 580
Douglas, Ronalda, 290
Douglas, Sarah, 546
Dove (superhero), 77, 174,
250-251, 430, 591, 592
death of, 250
second version of, 250
third version of, 251
Down Comix (Italy), 283
Down to Earth (movie), 232
Dozier, William, 62, 238, 516,
632
Drac de Ferro (Iberia Inc.), 284
Dracula, 456, 465, 478
Dracula (comic book), 16,
434, 556
Drag Cartoons, 627
Dragon, 415, 592
Dragon Ball (comic book), 20,
21, 22, 189-192
Dragon Ball (book), 190
Dragon Ball GT, 190, 191
Dragon Ball Z (comic book),
191, 392
Dragon Ball Z Part 5, #4,
190 (ill.)
Dragon Ball Z (animated
series), 190, 191
Dragon Horse, 189
Dragon King, 466
Dragon Lady, 233
Dragon Man, 577
Dragonballs, 190
Dragonfly (superhero), 1, 280
Dragons of the Crimson Dawn,
120
Drak, 492
DraW Pack, 492
Drake, Arnold, 176, 187, 241
Drake, Bobby, 642
Drake, Dinah, 79, 315
Drake, Maria See Miss Fury
Drake, Tim See Robin the Boy
Wonder
Drakulon, 556
Drama of Hollywood, 348
Draven, Eric See Craw
Dreadknaught, 551
Dreadstar, 441
Dream Girl, 318
Dream Queen, 11
Dreamwave Studios, 21
Drew, Billy, 465
Drew, Jessica See Spider-
Woman,
Drug addiction in comics, 25,
237
Drumm, Jericho, 8
Drusilla,97,634
Duchamp, John Paul See
Frenchie
Duchess Ramona Fatale, 90
Duckberg, 104
Ducovny, Allen, 515
Ductile Detective, 510
Duffy, Mary Jo, 287, 388
Duffy, Patrick, 34, 297, 326
Dugan, Dum-Dum, 364
Duin, Steve, 248, 501
Dukes, Fred, 658
Dukse Drengen (Danish super-
hero), 284
Dumb Bunny (Inferior Five),
103,276,570
Dummy, 574
Dunaway, Faye, 490, 546
Duncan, John, 509
Duncan, Mai, 7, 591
Duncan, Michael Clarke, 166,
460, 537
Dung, 416
Dungeons and Dragons, 512,
514
Dunn, Ben, 21,393
Dunn, Rodney, 38
Duo Damsel, 309, 318
Dunst, Kirsten, 458, 460
The Duo (2001), 109
Durock, Dick, 555 (ill.)
Dushku, Eliza, 97,99
Dusty, 400, 559, 574
Dusty, the Boy Detective, 427
Duursema, Jan, 330
Dwyer, Kieron, 48
Dyer, Sarah, 2, 184
DynaGirl, 96, 194-195, 536
Dynamic Duo See Batman;
Robin the Boy Wonder
Dynamic Man, 2
Dynamic vibrator (Scarab's
weapon), 115
Dynamite, 601
Dynamo, 434, 570, 580, 600,
601
Dynavac, 601
Dynomutt (superhero), 78,
247, 492
Dynomutt, Dog Wonder (ani-
mated series), 105, 247,
492
Eagle, 2, 77, 177,558
Eagle Awards, 347
Eag/e Riders, 74
Eaglesham, Dale, 244
Eames, Barry E. See B-Man
Earhart, Amelia, 533
Earhart, Edward, 217
Earl, Tyrone C, 328
Earth Defense Force (EDF),
597
Earth Prime, 300
Earth Spirit, 217, 359, 649
Earth X (comic book), 184,
420
Earth-One, 432
Earth-S, 300
Earth's Mightiest Heroes See
The Avengers (superteam)
Earth-Two, 65, 141, 270, 294,
299, 300, 315, 432, 536,
586, 630
Earth-Two Batman, 65, 270
death of, 300
Earth-X (planet), 300
TH£ SUPBBHeiZO BOOK
683
Index
Eason, Breezy, 379
East, Jeff, 483, 495
Easter Island, 598
Eastern Color, 32
Eastman, Kevin, 105, 184,
504, 514, 593, 595
Eastwood, Clint, 26, 29
Easy Rider (1969), 116
Eaton, Scot, 244
Ebon, 471
Ebony White, 5, 468
EC Comics, 89, 102, 152,
249, 556, 501
Echo, 463
Ecker, Chris, 74, 75
Eckhart, Mason, 657
Eclipse Comics, 1, 20, 138,
324, 347, 350, 405, 406,
513
Eclipse Heroes, 193-195
See a/so DNAgents
(superteam), Miracle-
man, Re-Combatants
(superteam), Sabre,
Sgt. Strike, Static,
Strike!
Eclipso, 341, 529, 576
Eden, Eve, 118
EDF See Earth Defense Force
Edghill, Rosemary See eluki
bes shahar
Edlund, Ben, 106, 602
Egeland, Martin, 256, 288
Egg Fu, 629
Egghead, 23, 24, 64, 70, 576
Ego, the Living Planet, 598
Egon N'g (Lobo), 311
Eiber, Shelley, 504
890 5th Avenue (Avengers'
mansion), 507
The Eighth Man, 490
Einstein, Albert, 44, 200
Einstein, Frank See Madman
Eisenberg, Susan, 635
Eisner, Will, 83, 84, 87,92,
147, 185, 186, 232, 234,
249, 383, 385, 466, 467,
468, 497, 498, 558
Eisners See Will Eisner Comic
Industry Awards
Ekland, Britt, 484
El Diablo, 359
El Dorado, 478
El Encapuchado (Spanish
superhero), 284
El Gato (Filipino superhero), 284
El Hombre Invisible (Mexican
superhero), 284
El Kabong, 223, 245
El Mago (Spanish superhero),
284
El Muerto (Planet DC), 282
El Seed, 603
El Toro, 23
Elastic Lad See Olsen, Jimmy
Elasti-Girl, 187, 188, 535,
564, 569, 614
Elasto, 422
Eldred, Tim, 21, 393
ElectraWoman, 96, 524, 536
ElectraWoman and DynaGirl,
194-195
Trie Electric Company, 456
Electro, 65, 451, 455, 457,
463, 518, 578
Electro Girl (English super-
hero), 283
Electrocute (superhero), 609
Electrocutioner, 70, 518
Electroman (English super-
hero), 283
Electron, 470
Elektra (superhero), 29, 51,
162, 166, 166 (ill.),
195-197, 214, 215, 319,
335,350,496,519,536,
537, 582, 590
death of, 196
resurrection of, 196
Elektra & Wolverine: The
Redeemer (2001), 22, 197
Elektra: Assassin, 196-197,
354, 503
The Elektra Saga (1984), 196
Elementals (comic book), 350,
504, 513
Elementals #1, 198 (ill.)
Elementals (superteam), 34,
197-198, 565
Element Lad, 309
Elevator Man, 491
Elfquest, 21, 38
Elgin, Jill, 81
Elias, Lee, 81, 248, 287
Elizabeth, Shannon, 520
Elliott, Sam, 267
Ellis Island, 656
Ellis, Warren, 44
Ellison, Harlan, 47, 179, 260,
497
Ellison, J., 549
Ellsworth, Whitney, 483, 544,
545
Elmo the Wonder Dog, 186
Eloise (Phantom's daughter),
378
Elongated Man (comic book),
500
Elongated Man (superhero),
198-199, 220, 317, 329,
494, 510, 564, 568
Justice League of Ameri-
ca, member of, 294
eluki bes shahar (pseudonym
of Rosemary Edghill), 528
Elvira, 439
Ely, Ron, 182
E-Man (comic book), 95, 144,
199-200
E-Man (superhero), 199-200,
416
Emerald Archer See Green
Arrow
Emerald Crusader, 240, 510
Emerald Dawn (comic book,
1989), 241
Emil Gargunza, 347
Eminem, 406
Emperor Miroku, 321
Emperor Pilaf, 191
Empire State University, 452,
453
Emplate, 648, 649
Enchantress, 570
The Endless (supernatural
being), 614
End/ess Nights (2003), 415
Endymion, 412
"Enemy of the State II," 520
Energizer, 389, 567
Enforcers, 451
Eng, Paul, 565
Engineer, 44
Englehart, Steve, 47, 60, 113,
136, 178, 184, 316, 339,
358,365,387,417,436,
502, 608
English, John, 129
English superheroes See Inter-
national Heroes
Englund, Robert, 297
Ennis, Garth, 374
Entropy Twins, 200
Epic Illustrated (magazine),
335
Epper, Jeannie, 634
Epperson, Jerry, 526
Epting, Steve, 48
Era (villain), 349
Eradicator, 472
Erdel, Professor Mark, 328
Eris, 631
Escaflowne, 413
"Escapist, Master of Elusion,"
528
Escobar, Luis, 54
Espinosa, Angelo, 649
Esposito, Mike, 501, 629
Esquire, 627
Estigma (Triada Vertice), 284
Estrada, Ric, 290
Eternals, 571
Eternity, 183
Etrigan, 557
Eugenius, 116
Euro Temps, 527
Euro-Trash (Contest of Champi-
ons, 2003), 282
Eury, Michael, 7, 502
Evanier, Mark, 90, 110, 157,
165, 193, 194, 350, 498
Evans, George, 497
Evans, Nathaniel, 659
Evans, Tom, 121
Evanston Asylum, 602
Eventually, Anna, 225
Everett, Bill, 32, 161, 165,
232, 259, 267, 331, 332,
474, 475, 476, 499, 584
Everson, Cory, 265
Everyday Heroes, 200-201
Evil, 597
The Evil That Men Do, 83
Evil Midnight Bomber What
Bombs at Midnight, 603
Evilheart, 104
Excalibur (comic book), 282
Excalibur (superteam), 120,
567, 646, 647, 653
Excel Saga, 394
Excelsior! The Amazing Life of
Stan Lee (2002), 206, 433
Executioner, 574
Exiles, 369, 609
Extant, 250
Extraho, 368, 571
Extrano (New Guardians), 282
Extreme Justice (1995-1996),
118,295,479
Extreme Justice Group, 118
Extreme Studios, 202, 423
Extreme Studios Heroes,
202-203
See also Avengelyne and
Glory, Badrock, Brah-
ma, Combat, Cougar,
Chapel, Diehard, Psi
Fire, Riptide, Sentinel,
Shaft, Supreme, Troll,
Vogue
Exupery, Ginny, 3
The Eye, 184
Eye of Agamatto, 183, 556,
581
Fables (2002- ), 175, 198
Fabulous Furry Freak Brothers,
627
Face (superhero), 553
Fade (superhero), 368
Faerber, Jay, 257, 287, 288
tff*
TH£ SUPBBHeiZO BOOK
Index
Fairchild (Gen 13), 225, 226,
227, 563, 570
Fairchild, Caitlin See Fairchild
(Gen 13)
The Fairly Oddparents, 494
Faith (Justice League of Ameri-
ca), 295
Faith (vampire slayer), 97, 98
Falcon, 6, 7, 76, 77, 113,
114, 358, 560, 562
Falcon (English superhero), 283
Falconio, Maria, 396
Falk, Lee, 377, 378
Fall of the Mutants, 390
Fallen Angel, 488
Fallen Angel, 215
Fallout (Australian superhero),
283
Fallout Boy, 43, 106
Family Comics See Harvey
Comics
Family Home Entertainment,
449
Famous Funnies #1 (early
comic strip anthology),
228-229
Fanooy (1999), 107
Fandral, 598
Fanfare, 20
Fantastic Fear, 104
Fantastic Force, 425
Fantastic Four (animated
series, 1967-1970), 207,
208, 246, 435, 491, 578
Fantastic Four (animated
series, 1994-1996), 165,
208, 209-210, 265
Fantastic Four (comic book),
21, 84, 105, 257, 335,
357, 369, 386, 425, 429,
433, 475, 476, 492, 493,
499, 500, 501, 503, 587,
589, 654
Fantastic Four #1 (Fan-
tastic Four debuts,
November 1961),
205-206, 208, 333,
535, 586
Fantastic Four #45 (Inhu-
mans' debut), 277
Fantastic Four #48
(introduction of Silver
Surfer), 435, 441
Fantastic Four #82, 207
(ill.)
Fantastic Four (movie, 1994),
207-208, 209
Fantastic Four (movie, 2005),
208, 210
Fantastic Four (radio show,
1975), 208-209
Fantastic Four (superteam), 5,
10, 22-24, 27, 33, 43, 45,
47, 48, 85, 94, 112, 122,
142, 205-207, 214, 266,
269,317,318,387,389,
390, 418, 433, 451, 460,
487, 494, 498, 507, 516,
518, 524, 563, 564, 567,
572, 576, 578, 589
animated series, first
appearance in, 207
catch phrases of, 206
how superpowers were
obtained, 205
human attributes of, 200
as Marvel Comics first
superteam, 333
parody of, 277
villains faced by, 206
Fantastic Four Annual, 269
Fantastic Four Annual #3 (wed-
ding of Dr. Reed Richards
and Sue Storm, 1965), 206
The Fantastic Four: Countdown
to Chaos (1998), 528
The Fantastic Four: Doomsday,
526
Fantastic Four in the Media,
208-210
The Fantastic Four: Redemp-
tion of the Silver Surfer
(1998), 528
Fantasti-car, 206, 572
Fantasy Games Unlimited, 513
Fantax (French superhero), 283
Fantom of the Fair (superhero),
230
Fantomah, Mystery Woman of
the Jungle, 532
Farmer, Philip Jose, 182
Farnon, Shannon, 633
Farr, Rita, 187
Farrell, Colin, 166, 590
Farrell, Katherine, 201
Farrow, Mia, 546
Fass, Myron, 122
Fastest Man Alive See The
Flash
Fat Catt, 186
Fat Fury, 102
Fatal Five, 309, 576
Fatality, 580
Fate, 189
Father Pierre, 83
Fathom, 275
Fathom (Elementals), 34, 197,
565
Fatman the Human Flying
Saucer, 104
Fatman the Human Flying
Saucer #3, 103 (ill.)
Faulidi Singh (Indian super-
hero), 283
Faust, Felix, 293, 297, 479,
576
Fausta (villain), 634
Faustino, David, 472
Fausto (Mexican superhero),
284
Fawcett City, 488
Fawcett Comics, 75, 99, 122,
124, 125, 128, 132, 213,
222, 336, 428, 479,
508-509, 526, 533, 556,
567, 568, 573, 585
DC Comics, sued by over
Captain Marvel's simi-
larities to Superman
character, 129
See also Fawcett Publica-
tions
Fawcett Miniatures, 100
Fawcett Publications, 95, 101,
347, 492, 498, 499, 516,
637
See also Fawcett Comics
F.E.A.R., 76
Fearforce, 212
Fearless Fly, 223
Fearsome Five, 494, 592
Feature Books, 378
Feature Comics, 185
Feature Comics #27
(Doll Man's debut),
185
Feature Comics #42,
558
Feds 'n'Heds, 627
Feiffer, Jules, 418, 468, 469
Feithera, 76
Felder, James, 288
Feldon, Jerry, 180
Feldstein, Al, 39
Feldstein's Bar& Grill, 39
Felicia Hardy: The Black Cat,
83
Felina (French superhero), 283
Female sidekicks See Side-
kicks, Female
Female superheroes,
210-212
Femforce (comic book), 2,
210-212
Femforce #120, 211
(ill.)
Good Girl art's influence
on, 234
Femforce (superheroes), 140,
210-212, 382, 416, 567
Femforce merchandise,
212
Femforce Up Close, 212
Feminism, 212-215
Femizon, 214
Fern-Paragon, 212
Feral, 652
Fernandez, Peter, 19, 37, 448,
449
Feron, 647
Ferrer, Miguel, 297
Ferrigno, Lou, 165, 260, 264,
265, 267
Ferris, Carol See Star Sapphire
Ferro, 564
Ferro Lad, 564
Ferry, Paschalis, 256, 288
Fiction House, 234, 381, 439,
466, 469, 532
Fiddler, 219, 574, 591, 615
Fight Club (movie, 1999), 252
Fight Comics, 234
Fight the Enemy, 601
Fighting American (comic
book), 215-216, 233, 249,
357, 434, 559, 560
Fighting American #1,
215 (ill.)
Fighting American (superhero),
215-216, 429, 554, 559,
575
Fighting American Prize
Comics, 102
Fighting American revival
(1966), 216
Fighting American revival
(1994), 216
The Fighting Yank (comic
book), 637
Fighting Yank (superhero), 2,
559, 560
Fillion, Nathan, 98
Film Roman productions, 236
Filmation Studio, 128, 130,
290, 295, 464, 482, 483,
491, 545, 593
Fin (superhero) 32
Fin Fang Foom, 257
Final Fantasy (video game), 21
Fincher, David 252
Fine, Lou, 83, 84, 185, 186,
232, 468, 499
Finger, Bill, 56, 61, 68, 88,
140, 172, 239, 498
Fingers Martin, 349
Finn, Riley, 97
Finster, 343
Fire See Green Flame
Fire and Ice, 537
Fire elemental, 217
Firearm (comic book), 609
Firearm (superhero), 589
Firebrand (All-Star Squadron),
289, 300
TH£ SUPBBHeiZO BOOK
68s
Index
Firebreather (2003), 276
Firefly (comic book), 604
Firefly (superhero), 69, 153
Firestar, 331, 457, 570, 654
Firestorm (superhero), 43,
216-218, 430, 478, 488
Justice League of Ameri-
ca, member of, 294
merges with Pozhar, 218
origins of, 217
Raymond version, 218
Stein version, 218
See also Universal Fire
Elemental
Firestorm Annual #5 (original
Firestorm merges with
Pozhar), 218
Firestorm, the Nuclear Man,
217
Firestorm, the Nuclear Man
See Firestorm (superhero)
The First American (comic
book), 16
First American (superhero),
560
First Comics, 52, 200, 350,
441, 504, 595
First Evil, 98
The First Family, 39
First Issue Special, 373, 374,
470
First Issue Special #5,
327
First Publications, 324
First Publishing, 20
Fisher (Australian superhero),
283
Fisherman, 32, 213, 576
Fisk, Randy See Darkshadow
Fisk, Wilson See Kingpin
Fist of the North Star, 21, 391
Fite, Linda, 135, 536
Five Swell Guys, 508
Fixer, 161
Fixit, Joe See The Hulk, gray
version of
Flag, 559, 637
Flag Man, 559, 637
Flagg See Patriot
Flagg, James Montgomery,
558
Flagg, Johnny See Fighting
American
Flagg, Reuben, 351
Flame (superhero), 2, 230,
315, 429
Flame Girl, 315, 429, 534
"Flame on!" catch phrase,
206
Flamebird, 429
The Flaming Carrot, 168
Flaming Carrot Comics, 105,
109
Flare, 568
Tfie Flash (comic book), 174,
199, 217, 368, 432, 500,
541, 588
The Flash #110 (Kid
Flash's debut), 220
The Flash #112 (Elongat-
ed Man's debut), 199
The Flash #123 (Jay Gar-
rick's return), 220
The Flash #145, 219
(ill.)
The Flash (Golden Age), 431,
586
The Flash (Silver Age), 418,
429, 431, 434
The Flash (superhero), 102,
172, 173, 199, 218-221,
252, 293, 296, 296 (ill.),
297,301,313,317,328,
357,475,477,478,485,
499, 500, 510, 517, 525,
549, 565, 566, 568, 573,
574,575,582,585,586,
587, 588, 589, 590, 593,
602, 615, 639
Justice Society of Ameri-
ca, member of, 298
The Flash (TV series), 147,
175,221
Hash Comics, 40, 79, 219,
220, 252
Flash Comics #1 (Flash's
origins, Hawkman's
debut), 172, 219
Flash Gordon (animated
series), 494
Flash Gordon (movie serial),
508
Flash Gordon (superhero),
144, 252, 378, 379, 439,
493, 569, 616
"Flash of Two Worlds" story-
line, 432
Flash Thompson, 318
The Flash II, 564
The Flash III, 564
Flashbulb, 71
Flat Man, 48
Flatfoot Burns, 381
Flathead, 494
FLCL, 394
Flea (Red Hot Chili Peppers),
227
Fleer Corporation, merger with
Marvel Comics, 335
Fleetwood Mac, 405
Fleischer Brothers, 19
Fleischer, Max, 36
Fleischer, Michael, 27, 71,
464
Fleischer Studios, 540, 543,
575
Rem, Dr. Gillespie, 322
Flesh, 493
Flesh and Bones, 466
Flessel, Craig, 414
Fleur de Lyse (superhero),
122, 282
Flex, 11
Flexo the Rubber Man, 332
"Flight of the Bumblebee"
(Hirt), 238, 508
Flintstone, Fred, 207, 209,
492
The Flintstones, 492
The Flintstones Comedy Show
(animated series, 1980),
247
Florea, Sandu, 244
Flora (New Guardians), 282,
571
Flounders, Jack, 208
FLQ See Front de Liberation du
Quebec (FLQ)
Fluid Man (The Impossibles),
245-246, 491, 492
Fluid Man (The Super Globe-
trotters), 105
The Flush, 104
The Fly, 35, 248, 280, 434,
535, 568
Fly Girl, 35, 290, 535
Fly, Hyram, 223
Fly Man See The Fly
Fly People, 280
Flying Batcave, 572
Flying Detectives, 99
Flying Eye (Batman's gadget),
72
Flying Fox, 368
Flying Fury, 510
Flying Girl, 2
Flying Saucers of Death, 132
Flying Tigers, 414
Flyman (Mexican superhero),
284
Foley, Richie See Gear
Forbidden Worlds (comic
book), 434
Forbush, Irving, 104
Forbush-Man, 104
Force of July, 375
Force Works (superheroes),
252, 417
Forces of Order, 250-251
Forceworks, 87
Ford, Alex, 549
Ford, Anita, 633
Ford Futura, 571
Ford, Glenn, 483
Foreigner, 83
Forever People (comic book),
93, 175, 361, 363, 486
Forever People (superteam),
362, 571
Forerunners (Australian super-
heroes), 283
Forge, 644, 656
Forman, Carol, 509, 544
Formerly Known as the Justice
League (comic book), 93,
295
Formicidia, 635
Forrest, Rhosyn, 530
Forte, John, 89
Fortress of Solitude See
Superman's Fortress of Soli-
tude
Fortunato, 463, 527
Fortunato the Tantric See For-
tunato
Foster, Bill, 8, 23
Foster, Hal, 497
Foster, Jane, 257, 598, 599
Foster, Wendy, 84
Foundation for Oceanic
Research, 326
4 (comic book), 208
Four Freedoms Plaza, 507
Four Horsemen of the Apoca-
lypse, 383
411, 566
4Kids Entertainment, 608
Fourth World, 93, 361, 362,
363, 478, 498, 553, 578
Fox Children's Network, 655
See also Fox Kids
Fox Comics, 92, 127, 498
Fox Feature Syndicate, 77,
137, 144, 229-230, 234,
247, 279, 556
Fox, Gardner, 3, 4, 41, 188,
199, 219, 252, 293, 298,
329, 357, 414, 469, 500,
638
Fox, Gill, 385
Fox, Jon, 221
Fox Kids, 116, 595
See also Fox Children's
Network
Fox Television, 69, 203, 457,
466, 531, 533, 554
Fox, Victor, 92, 229-230, 247,
381, 382
Fradon, Ramona, 214, 341,
342, 385, 501
France, Michael, 210, 266
Francis, Genie, 265
Franco, James, 460
Frank, Leonard, 132
(0f>
TH£ SUPBBHeiZO BOOK
Index
Frank, Sandy, 72
Frankenstein, 285
Frankenstein (comic book),
434, 556
Frankenstein (novel), 257
Frankenstein Jr. (superhero),
245, 247
Frankenstein Jr. and the Impos-
sibles (animated series,
1966), 103, 245, 490
Frankenweenie, 60
Frankie (Drak Pack), 492
Franklin, Martha See Spider-
Woman
Franklin, Mattie See Spider-
Woman
Frasier, 635
Frazetta, Frank, 497
Freak, 289
Freak Force, 416
Freckles Marvel, 337
Fred and Barney Meet the
Schmoo See Fred and Bar-
ney Meet the Thing
Fred and Barney Meet the
Thing (animated series,
1979-1980), 207, 209,
492
Fred Wolf Films, 449
Freedom Battalion See Justice
Society of America
Freedom Brigade (super-
heroes), 276
Freedom City, 514
The Freedom Collective (super-
heroes), 284
Freedom Collective #1, 281
(ill.)
Freedom Fighters (comic book,
1976-1978), 84, 95, 77,
560, 567
Freedom Fighters (super-
heroes), 84, 186, 382
Freedom Force (animated
series), 290
Freedom Force (comic book),
492
Freedom Force (superteam),
465
Freedom's Lady, 242
Freefall (Gen 13), 225, 227,
563
Freeman, Freddy, 124, 530,
531
Freeman, George, 122
Freemind (comic book), 353
Freemind (superhero), 530
Fremont,! C, 211
Fremont, "Too Tall" Tara, 211,
212
Frees, Paul, 208
Freex, 609
Frehley, Ace, 405
Freilich, Jeff, 297
French, Dick, 88
French superheroes See Inter-
national Heroes
Frenchie, 353
Frenz, Ron, 463, 599
Frew Company, 379
Frewer, Matt, 266
Friedman, Michael Jan, 528
Friedrich, Gary, 120, 259
Friender, 135
Fries, Charles, 456
Frightful Four, 277
Fringe, 592
Fritz, 421
From Hell (movie), 18
Front de Liberation du Quebec
(FLQ), 367
Frost, Adrienne, 650
Frost, Deacon, 8
Frost, Emma, 648, 649, 650,
651
Frost, Mark, 210
Frost, Whitney See Madame
Masque
Frosty, 180
Fruitman (comic book), 104,
249
Fry, James W., 194
Fryes, Eddie, 237
F-Stop/Hotstreak, 471
Fu Manchu, 338, 340, 358
Fu Tong, 160
Fuchs, Bernie, 353
Fuchs, Wolfgang, 5
Fuji, Satoru, 325
Fuji Television, 134
Fujitaka, 133
Fujitani, Bob, 84
Fukushima, Hiroyuki, 135
Full Latent Ability Gain, 116
Fumimura, Sho, 326
Fun Comics, 382
Fun Parade (comic book), 248
FUNimation Productions, 191
Funnies, 131
Funnies Inc., 267, 332, 474
Funnies on Parade, 229
Funny animal heroes,
221-223, 332
Funny Pages, 479
"Funny papers," birth of, 228
Funnyman, 102
The Funtastic World of Hanna-
Barbera (comic book), 439
Furie, Sidney, 548
Furst, Anton, 485
The Further Adventures of Bat-
man, 526
The Further Adventures of Bat-
man Volume 2: Featuring the
Penguin, 526
The Further Adventures of Bat-
man Volume 3: Featuring Cat-
woman, 526
The Further Adventures of
Superman: All-New Adven-
tures of the Man of Steel,
526
Further Adventures of Super-
Ted, 493
The Further Adventures of Won-
der Woman, 526
Fury {Captain Midnight), 131
Infinity Inc., member of,
300
Wonder Woman's daugh-
ter, 300
Fury, Nick See Nick Fury, Agent
of S.H.I. E.L.D.
The Fury of Firestorm, the
Nuclear Man See Firestorm,
the Nuclear Man
Fushigi Yung, 413
Future Comics, 353, 530, 581
Fuzzbuster, 52
Gabby, 5
Gabriel the Devil Hunter, 557
Gabrielle, AI.80, 248
Gadgetman (English super-
hero), 283
Gaga ray, 76
Gage (Youngblood villain), 202
Gaia See Earth Spirit
Gaiman, Neil, 22, 175,348,
351, 414, 445, 469, 504,
505, 527, 614
Gainax, 393, 394
Gaines, M. C, 172, 298
Gaines, Max See Gaines, M.
C.
Galactic, 169
Galactic Golem, 551
Galactic Guardians, 244, 479
Galactus (comic book), 206
Galactus (superhero),
208-210, 318, 334, 369,
372, 390, 435-437, 441,
513, 577, 577 (ill.)
Galar, 442
Galaxo, 441
Galaxy Express 999, 37
Galaxy Girl, 246, 491
The Galaxy Trio (animated
series), 246
Gallacher, Joe, 40
Gallagher, Michael, 244
Gallows, Jake, 397
Galoob, 610
Galoob toys, 365
Galore, Pushy, 473, 474
Gambit, 644, 655
Gambler, 574
Gameboy, 514
Gamemnae, 32
Gamit, 582
Gamma Base, 265
Gamma bomb, 258
Gamma Flight, 11
Gammill, Kerry, 287, 388
Gamora, 214
Gang Green Gang, 391
Gangbuster, 359
Garboil, 80,81
Garcia, Manuel, 48
Gardner, Craig Shaw, 426, 526
Gardner, Grant, 115, 509
Gardner, Guy (replacement
Green Lantern), 241, 297,
487, 582
Justice League of Ameri-
ca, member of, 294
Garfield Logan, 138
Garganta, 212
Gargoyle, 266
Garner, Jennifer, 29, 147, 164,
166, 166 (ill.), 197, 215,
537
Garofalo, Janeane, 105, 109,
168
Garret, Dan, 92
Garrick, Jay See The Flash
(Golden Age)
Garryn Bek, 312
Garth See Tempest
Gas Gang, 341
Gas Gun, 238
Gasaraki, 408
Gatchaman, 18, 20, 134, 135,
271, 596
Gateway, 649
Gateway City, 631
The Gathering of the Sinister
Six (1999), 528
Gaucho (Batmen of All
Nations), 282, 356
Gautier, Dick, 635
Gavilan (Spanish superhero),
284
Gavin, Chuck, 607
Gay Comics, 368
Gay superheroes See Homo-
sexuality in comics
Gay, Anne, 527
Gaydos, Michael, 201
Gear, 471
Gebbie, Melinda, 16
Gee, 389, 567
G.E.E.C.,477
TH£ SUPBBHeiZO BOOK
6a?
Index
Geiger, Steve, 287, 388
G-8 and His Battle Aces, 131
Geist, M. D.,22
Gellar, Sarah Michelle, 96
Geller, Uri, 162
Gemini Dawn, 426
The Gemini Man (1976), 146
Gen Active, 226
Gen-Active powers, 225, 226
Gen Factor, 624
Gen 12 (Gen 13 spinoff), 226
Gen 13 (animated movie),
226-227
Gen 13 (comic book), 21, 226,
275, 505, 589, 624
alternate covers, 226
Gen 13 #0 (relaunch,
September 2002),
226
Gen 13 #16 (final issue
after relaunch, Febru-
ary 2004), 226
Gen 13 #77 (final issue,
July 2002), 226
Gen 13 (movie), 227
Gen 13 (superheroes),
225-227, 359, 563, 565,
622
crossover stories, 226
novels, 226
Gen 13 action figures, 226
Gen 13 Bootleg (1996-1998),
226
Gen 13: Magical Drama Queen
Roxy, 413
Gen 13: Ordinary Heroes #1,
226 (ill.)
General Blankenship, 634
General Bruno, 349
General Colbert, 597
General Electric (Sandman vil-
lain), 414
General Fang, 259
General Immortus, 188
General Wade Eiling, 118
General Zod, 548, 550
Generation X (comic book),
570, 648, 650, 656
Generation X (superteam),
359,647,649,651
Generation X: Crossroads
(1998), 528
Generator Gawl, 272
Generic Comic Book, 37 '4
Generic Super-Hero, 374
Genesis, 653
Genis, 124, 441
Genosha, 657, 658
Gensomaden Saiyuuki, 190
Gentleman Ghost, 477, 574
Geo-Force, 374, 569
Geofront Plan (Hurricane Poly-
mar), 272
George, Lynda Day, 634
George of the Jungle (animated
series), 223
Georgia Sivanna, 337
Geppi, Steve, 525
Geraci, Drew, 366
Gerber, Steve, 47, 78, 178,
193, 223, 242, 425, 519
Gernsback, Hugo, 440
Gershon, Gina, 460
Gerstner-Miller, Gail, 527
Get Smart, 107
Geyer, Stephen, 236
G-Force, (comic book), 74
G-Force (superhero), 72, 73
Ghetto Man, 297
Ghost, (comic book), 169,
352, 505
Ghost #2, 167 (ill.)
Griost #4, 589
Ghost (Hawkman villain), 252
Ghost (superhero), 29, 51,
118, 256, 488, 537, 558,
563, 578, 589
Ghost and the Shadow, 169
Ghost Breaker See Dr. 13
Ghost in the Shell, 22, 169
Ghost Planet, 437, 439
Ghost Planet Headquarters,
437
Ghost Rider, (comic book), 94,
228
Ghost Rider #4, 227 (ill.)
Ghost Rider (movie, 2004),
228
Ghost Rider (superhero),
227-228
86, 210, 266, 354, 557,
568, 572, 590
Ghost Rider 2099, 228
"Ghost Riders in the Sky"
(song), 227
Ghost Ship, 437
Ghost Who Walks See Phan-
tom
Ghost Woman, 534
Ghost/Batgirl, 169
Ghost/Hellboy, 169, 256
Ghoul, 160, 609
G/ Combat, 385
GUoe (comic book), 111, 494,
515
Giacoia, Frank, 47, 82, 290
Giant Size Invaders #1
(Invaders' debut, 1975),
285, 285 (ill.)
Giant Size Master of Kung Fu,
339
Giant-Man, 23, 46, 259, 315,
476, 510, 564, 606
Giant-Man and Wasp Fan Club,
23
Giant-Man/Goliath, 618
Giant-Size Defenders #1, 178
(ill.)
Giant-Size X-Men, 334, 358,
359
Giant-Size X-Men #1
(Marvel's X-Men
debut), 95, 568
Gibbons, Dave, 15, 29, 175,
351, 442, 469, 504, 618,
619
Gibson, Robert See Shock Gib-
son
Gibson, Walter, 420, 421, 422
Gideon, Guy, 341
Giffen, Keith, 105, 294, 295,
309, 310, 329, 503, 505
Giganta, 296, 478, 629, 631,
633
Gigantor, 37
Gilbert, Guy, 601
Gilbert, Melissa, 67
Gilded Lily, 11
Gilderchute, 131
Giles, Rupert, 96
Gill, Joe, 118, 144, 501
Gillis, Peter B., 260
Gilroy, Dan, 549
Gimmick-Kid (English super-
hero), 283
Gingold (soft drink with super-
powers), 199, 564
Giordano, Dick, 4, 28, 60, 90,
95, 118, 144, 145, 174,
175, 184, 250, 434, 490,
502, 503, 589, 629
Girl Commandos, 533, 559
Girl of Steel See Supergirl
Girl Squadron, 440
Girlfriend, 150
"Girls' comics," 132-134
Girls' Romances, 404
Givens, Robin, 108
Gizmo Man, 492
GL, 582
Gladiator (comic book), 525
Gladiator (superhero), 162,
563, 578
Glak, 442
Glasberg, Gary, 54
Gleason, Lev, 91, 159, 356
Gleason, Leverett See Glea-
son, Lev
Gleek! (monkey, Super
Friends), 247, 477
Glidden, Mark, 212
Glob, 414
Global Guardians (superteam)
34, 281, 359, 567
Gloeckner, Phoebe, 184
Gloop and Gleep [The Hercu-
loids), 246
Glop, 629
Glorious Godfrey, 362
Glork, 442
Glory (comic book), 203
Glory (superhero), 15, 51, 98,
537
Gloss (New Guardians), 282
Glover, John, 484
G-Men from Hell (2000), 324
G-Nome (Gen 13), 226
Go Boy 7, 169
Go Boy 7 #1,169 (ill.)
Go Girl, 214, 275
Go Mifune See Speed Racer
Go Team, 448
Goblin, 458
Goblin Glider, 461, 462
God, 446
Godiva (Global Guardians),
281
Godlike, 514
Godspell, 541
Godzilla, 605
Godzilla (comic book), 19,
168, 364
Godzilla, King of the Monsters,
605
Godzilla vs. Hero Zero, 169
Goebbels, Joseph, 638
Go-Go Boy, 282
Go-Go Girl, 214
Go-Go Gang (villains), 2
Gohan (Goku's son), 191
Gojira, 605
Goku, 20, 191
Golan, Menahem, 458
Gold (Metal Men), 340, 567
Gold Digger, 21
Gold, George, 121
Gold Key 1965, 38
Gold Key Comics, 42, 76, 104,
117,134,221,247,378,
434, 439, 441, 611
Gold, Mike, 52, 173, 586
Gold Rush Games, 513
Goldar, 343
Goldberg, Leonard, 635
The Golden Age (comic book,
1993), 301
Go/den Age Greats, 2
Golden Age of radio, 512
Golden Age of Superheroes
(1938-1954), 2, 5, 27, 30,
32,40,51,74,77,79,83,
88, 91, 93, 101, 111, 122,
137, 151, 159, 206, 211,
tfft
TH£ SUPBBHeiZO BOOK
Index
219, 228-233, 248, 282,
285, 298, 313, 350, 355,
356, 373, 383, 480, 485,
487, 497-499, 500, 504,
516, 517, 518, 524-525,
540, 550, 552, 554, 556,
564,572,573,574,575,
577,582,585,615,636,
637
best comics from, 232
postwar comics in,
232-233
Golden Age of television, 233
Golden Archer See Hawkeye
(villain)
Golden Arrow, 99, 479, 480
Golden Avenger, 510
Golden Boy, 527
Golden Centurion, 90
Golden, Christopher, 256
Golden City, 168, 488, 571
Golden Eagle, 76, 591, 592
Golden Girl, 91, 534
Golden Girl (Japanese-Ameri-
can), 286
Golden Gladiator, 510
Golden Lad, 2, 428
Golden Lords, 108
Golden Oldie See Parker, May
Golden, Michael, 198, 502
Golden, Rebecca See Fathom
(Elementals)
Goldilocks, 511
Goldin, James Grant, 350
Goldman, Gary, 655
Goldman, Joseph, 458
Goldman, Oscar, 145
Goldman, William, 131
Golem (superhero), 286, 557
Go/go 13, 20
Goliath See Hawkeye (super-
hero)
Go//on, 411
Gomer Pyle, U.S.M.C, 130
Gomorrah, 383
Gone with the Wind, 544
Good Girl art, 51, 210,
233-234, 534
Good Girl Art Quarterly, 212
Good Girls
definition of, 233
examples of, 233-234
The Good, the Bad, and the
Ugly, 26
Goodman, Mark, 475
Goodman, Martin, 94, 205,
267, 269, 278, 331, 333,
372, 432, 450, 474, 497,
585, 586
Goodwin, Archie, 259, 287,
327, 386, 388, 464, 503
Goody, 519
Goofy, 104, 223
Googam Son of Goom, 257
Goose Rider, 105
Gorby, Brad, 212
Gordanians, 591
Gorder, Jason, 400
Gordon Liddy, Agent of
C.R.E.E.P., 104-105
Gordon, Barbara, 55, 56, 67,
70, 72, 78, 94, 318, 530
See also Batgirl
Gordon, Commissioner James
See Commissioner Gordon
Gordon, Don, 511
Gordon, James See Commis-
sioner Gordon
Goren, Frieda, 471
Gorgeous Gal, 492
Gorgon, 100, 210, 277
Gorilla Grodd, 297, 478, 575
Gorshin, Frank, 64, 65, 68,
70, 108, 296, 576
Gorvak, 442
Gossett, Louis Jr., 146
Goten (Goku's son), 191
Goth, 593
Gotham See Gotham City
Gotham Broadcasting, 554
Gotham Central, 201, 566
Gotham City, 55, 56, 58, 60,
61,66,67,68,71,78,80,
140, 153, 316, 327, 358,
433, 485, 486, 505, 506,
518, 528, 530, 571, 572,
573, 579, 580, 589
Gottlieb, Carl, 265
Gouch, Alfred, 460, 484
Goulart, Ron, 231, 234
Goyer, David, 68, 364
Grace, 169, 375, 488, 571
Graham, Billy, 8, 85, 387
Graine, Rex, 554
Grail Hong, 325
Grand National, 422
Grandenetti Avenue, 39
Grandenetti, Jerry, 39
Granger, Dawn See Dove
Granite Man, 491
Granny Goodness, 362, 578
Grant, Catherine "Cat," 554
Grant, Louise, 91
Grant, Steven See Moon
Knight
Grant, Ted, 137
Grant, Victoria, 179
Grant, Xeric, 185
Grantray-Lawrence, 263, 455,
490, 491, 654
Graviton City, 392
Gravity Regulator Helmet, 99
Gravity Rod, 470
Gray, Jean, 213
Gray, Michael, 128-130, 129
(ill.)
Gray, Mick, 394
Grayfist, 421
Grayle, Gardner, 441
Grayson, Bob, 331
Grayson, Chuck, 403, 531
Grayson, Devin, 87, 215, 531
Grayson, Dick, 57, 60, 67,
318, 488, 495, 580, 592
See also Robin the Boy
Wonder; Nightwing
Grayson, Professor Matthew,
331
Grayton, Diane See Spider
Widow
Graz Entertainment, 408, 655
Great and Powerful Turtle, 527
Great Book of the Vishanti,
183
The Great Comic Book Heroes
(1965), 418
Great Depression, 182, 230,
427, 522, 528, 539
Great History of Comic Books
(1986), 234
Great Lakes Avengers, 48
Great Maggeena, 54
The Great Women Superheroes
(1996), 154, 429, 532, 538
Trie Greatest American Hero
(1981-1983), 108
The Greatest American Hero
(unmade movie, 2000), 236
Trie Greatest American Hero
(TV series, 1981-1983),
105, 234-236, 235 (ill.)
in syndication, 236
UFO in, 235
Trie Greatest American Heroine
pilot (1986), 236
Greatest Comics, 100
Trie Greatest 1950s Stories
Ever Told (1990), 173
Trie Greatest Team-Up Stories
Ever Told, 586
Grebo, 442
Greek, 627
Green Arrow (superhero), 25,
79, 80, 94, 173, 174, 213,
236-237, 315, 318, 357,
358, 372, 400, 428, 429,
430, 477, 480, 481, 482,
488, 494, 510, 554, 568,
571,572,582,586,587,
590, 616
arrows, specialty, 236
Batman, similarities to,
236
death of Oliver Queen
alter ego, 237
Green Lantern, partner-
ship with, 237
Justice League of Ameri-
ca, member of, 293
origins of, 236
resurrection of Oliver
Queen alter ego, 237
Green Arrow: The Longbow
Hunters (1987), 480, 503,
537
Green Cross Code Man (Eng-
lish superhero), 283
Green Flame, 297, 359
Justice League of Ameri-
ca, member of, 294
Green Fury (Global Guardians),
281
See also Fire (superhero)
Green Gladiator, 510
Green Goblin, 95, 318, 334,
451, 452, 454, 455, 457,
458, 460, 461, 462, 466,
496, 518, 578, 580, 620,
621
Green Goliath See The Hulk
Green Hoods, 421
Green Hornet (comic book,
1989-1994), 238, 508,
524
Green Hornet (film series,
1940), 238
Green Hornet (radio series),
238, 248, 511
Green Hornet (superhero), 26,
237-239, 280, 317, 356,
495, 523, 532, 553, 572,
582, 590
merchandizing of, 238
The Green Hornet (TV series,
1966), 238, 357, 434
The Green Hornet Cracks Down
(book), 238
The Green Hornet Returns
(book), 238
The Green Hornet Strikes
(book), 238
Trie Green Hornet Strikes Again
(movie serial, 1940), 238,
508
Green Lama, 2
Green Lantern (comic book),
7, 240, 432, 500, 504,
586, 589
Green Lantern #171,
239 (ill.)
Green Lantern, vol. 2,
#48 (Kyle Rayner
takes over as Green
Lantern), 241
TH£ SUPBBHeiZO BOOK
6s 9
Index
Green Lantern (Golden Age),
239, 432
Green Lantern (Silver Age),
432, 447
Green Lantern (superhero), 9,
34, 79, 94, 101, 172, 173,
174, 220, 239-241, 296,
296 (ill.), 297,301,318,
358,372,375,470,471,
477, 478, 480, 485, 487,
495, 499, 500, 510, 516,
517, 549, 554, 563, 568,
570, 573, 574, 575, 580,
581, 582, 586, 587, 592,
615,639
as anti-establishment
figure, 240
Green Arrow, partnership
with, 240
Justice League of Ameri-
ca, founding member
of, 293
Justice Society of Ameri-
ca, member of, 298,
294
origin of, 239
ring, power of, 240
and relevance move-
ment, 240
rogue version, 240
second version of, 240
as Sentinel, 301, 639
Green Lantern Corps (comic
book), 240-241
Green Lantern Corps (super-
heroes), 241297, 311, 570,
582
Green Lantern/Green Arrow,
25, 502, 503
Bronze Age, importance
to, 94
Green Lantern/Green
Arrow #76, 7
Green Lantern/Green
Arrow #86, 25 (ill.)
Green Lantern: Mosaic
(1992-1993), 9
Green Mask (superhero), 230
Green Ronin Publishing, 514
Green, Kevin, 608
Green, Richard "Grass," 184
Green, Seth, 97
Green Terror, 421
Greenberg, Martin H., 526
Greene, Vernon, 421
Greenland, Colin, 527
Greenway Productions, 632
Gregorio See Extrano
Greico, Richard, 210
Grell, Mike, 147, 237, 309,
351, 503
Gremlin (Soviet Super-Sol-
diers), 282
Grenade, 609
Grendel (comic book), 168,
350, 504
Grendel (superhero), 29, 589
Grey, 21
Grey, Dick, 83
Grey Gargoyle, 577, 598
The Grey Ghost, 67
Grey, Jean, 318, 535, 563,
565,566,625,626,641,
643, 644, 646, 652, 655,
655 (ill.), 656,659
See also Phoenix
Greyshirt, 16, 488
Grifter (comic book), 624
Grifter (superhero), 426, 570,
622, 623
Grim Hunter See Kravinoff,
Vladimir
Grim Reaper, 2, 47
Grimes, Jack, 448
Grimjack, 441
Grimjack, 351
Grimm, Ben, 205-210
See also The Thing
Grimm, "Benjy" (teenage ver-
sion of Ben Grimm), 207,
209
Grodd, 576, 579
Groener, Harry, 97
Groening, Matt, 53, 106
Grogan, Geoff, 185
Gross National Product [Fight-
ing American villain), 216
Grubb (alien), 442
Grubb, Jeff, 526
Gruenwald, Mark, 47, 114
Grundy, Solomon, 478
Grunge (Gen 13), 225, 227,
570
Guardian, 11, 428, 591
See also Vindicator
Guardian of Gotham, 72, 510
Guardians (comic book), 514
Guardians (superteam), 513
Guardians of Oa, 240, 241
Guardians of Order, 413, 514
Guardians of the Galaxy (comic
book), 423, 568
Guardians of the Galaxy
(superteam), 241-244,
331, 441
Avengers, crossover
story with, 242-243
Badoon, fighting against
the, 241-242
Captain America,
crossover story with,
242
Defenders, crossover
story with, 242
Ghost Rider, crossover
story with, 243-244
new members of, 242
Spider-Man, partnership
with, 243
Thing (Fantastic Four),
crossover story with,
242
Gudis, 607
Gufu, 322
Guice, Jackson, 288
Gulacy, Paul, 339, 358, 502
Gundragon Sigma, 148
Gunn, James, 109
Guran, 378
Gustavson, Paul, 479
Guthrie, Paige, 649
Guthrie, Sam, 649, 650
Gutwirth, Maurice, 182
Guy Gideon, 341
Gwar, 445
Gypsy, 359
Justice League of Ameri-
ca, member of, 294
Gypsy Moth, 464
Gyrosub, 572
H
Ha, Gene, 16
Haase, Rod, 296, 296 (ill.)
Hackman, Gene, 546, 552
Hadrian 7, 622
Hagen, Matt, 69
Haiduk, Stacy, 484
Hairies, 362
Hakutaku, 321
Hale, Gary, 349
Hale, Lance, 585
Hall, Carter See Hawkman
Hall, Don See Dove
Hall, Hank See Hawk
Hall, Kevin Peter, 108
Hall of Doom, 478
Hall of Interplanetary Mon-
sters, 506
Hall of Justice, 477
Hallaway, Tom See Spider
Hallmark Cards, 374
Halo, 374, 570
Halo Corporation, 623
HALO, Inc., 622
Ham (The Badger), 52, 406
Hamill, Mark, 67, 68, 70, 110,
210,227,265,297,439,
474
Hamilton Comics, 343
Hamilton, Dr. Barton, 462
Hamilton, John, 544
Hamilton, Neil, 62
Hamilton, Professor Emil, 553
Hamm, Sam, 66, 210
Hammaglystwythkbmgxxax-
olotl See Ham (The Badger)
Hammer, M. C, 493
Hammerhead, 463
Hammerman, 493
Hammond, Jim See The
Human Torch (superhero,
original)
Hammond, Nicholas, 456
Hamster Press, 184
Handi-Man, 106, 531
Haney, Bob, 30, 60, 341, 342,
483, 590
Hangman, 27, 35, 574, 636
in World War II, 231
Hank Pym/Ant Man, 617
Hanna, Scott, 462
Hanna, William, 245
Hanna-Barbera, 64, 65, 130,
207, 208, 209, 223,
245-247, 296, 438, 441,
477, 491, 492, 493, 494,
499, 545, 580
Hanna-Barbera Heroes,
245-247
action figures, 247
animated shows featur-
ing, 245-247
merchandising of, 247
See also Harvey Bird-
man, Blue Falcon, Cap-
tain Caveman, Dino
Boy, Dynomutt,
Mightor, Space Ghost,
Super Friends
Hanna-Barbera Productions,
607
Hanna-Barbera Super TV
Heroes (comic book,
1967-1969), 247
Hannigan, Alyson, 97, 99
Hannigan, Ed, 287
Hansen, Gwenn, 385
Happy Harbor, 293
Happy Harbor, Rhode Island,
508
Happy Pills, 107
Hapsethsut, 290
Harada, Toyo, 612
Harbinger (New Guardians),
282, 571
Harbinger Active Resistance
Division, 612
Harbinger Foundation, 612
Harbingers, 612, 613
H.A.R.D. Corps, 612
Hardcase (comic book), 608
Hardcase (superhero), 569,
609
tffi
TH£ SUPBBHeiZO BOOK
Index
Hardware (comic book), 9,
346, 609
Hardware (superhero), 346,
416
Hardy, Felicia, 82, 83, 620
Hardy, Ralph, 138
Hardy, Walter, 82
Harenchi Gakuen See Shame-
less School
Harker, Mina, 16
Harkness, Agatha, 214
Harlem Globetrotters (as
superheroes), 105, 247,
492
Harlequin, 239, 574, 591
Harley Quinn, 70, 79
Harlock, Captain See Space
Pirate Captain Harlock
Hartley, Mariette, 264
Harnock, James R., 635
Harper, Leanne C, 527
Harper, Roy See Speedy
Harris, Bill, 378
Harris, Bob, 455
Harris Comics, 426, 556
Harris, Jack C, 290
Harris, Mark, 34, 326
Harris, Neil Patrick, 460, 472
Harris, Rosemary, 460
Harris, Xander, 97
Harrison, Linda, 632
Hart, Bill See Daredevil (super-
hero, Lev Gleason Comics)
Hart, John, 378
Hart, Kimberly, 343
Hart, Stan, 632
Harvey, Alan, 81, 248
Harvey, Alfred, 80, 247
Harvey Award, 323
Harvey Birdman, Attorney at
Law (animated series), 76,
246, 479, 494
Harvey Comics, 33, 80, 82,
104, 138, 138, 216, 247,
248, 280, 373, 378, 434,
469, 532, 553, 574, 582,
607
comic books, ceases
publications of, 249
founding of, 248
and horror comics, 249
Harvey Heroes, 247-249
origins of, 247-248
See also Black Cat, Cap-
tain Freedom, Captain
3-D, Green Hornet,
Shock Gibson, Spitfire
Harvey, Leon, 247, 248
Harvey Publications See Har-
vey Comics
Harvey, Robert, 247, 248
Hasbro's Gl Joe, 110
Hasslehoff, David, 364
Hastings, Bob, 483
Hasty Pudding, 180
Hatcher, Teri, 306 (ill.), 307,
548
Hate Monger, 577
Hathaway, Holly, 236
Hauer, Rutger, 96
Havoc, 513
Havok, 642
Hawaii Five-0, 358
Hawk (superhero), 250-251,
77,174,430,591
becomes the villain
Extant, 250
becomes the villain
Monarch, 250
second version of, 251
The Hawk and the Dove (comic
book), 202, 250, 435, 500
The Hawk and the Dove
(superheroes), 250-251
Hawke, Connor, 480, 582
becomes the Green
Arrow, 237
Green Arrow's son, 237
Hawke, Simon, 526
Hawkes, Captain Frank, 131
Hawkeye (superhero), 23, 46,
48, 86, 251-252, 315,
317, 480, 481, 530, 564,
568, 571, 582
Hawkeye (villain), 251
Hawkeye the Archer See Hawk-
eye (superhero)
Hawkgirl, 76, 213, 252, 253,
296, 297, 315, 429, 477,
478, 488, 533, 582, 617
See also Hawkman (hus-
band)
Hawkins, Sandy, 414, 428
Hawkins, Star, 441
Hawkman (comic book), 500
Hawkman (superhero), 41, 76,
172, 173, 189, 213,
252-254, 296, 296 (ill.),
315,357,429,432,477,
478, 485, 488, 499, 500,
510, 533, 563, 566, 568,
574, 576, 582, 585, 586,
587, 591, 602
death of, 301
Infinity Inc., member of,
300
inspiration for, 252
Justice League of Ameri-
ca, member of, 294,
298
as spy and villain, 253
See also Hawkgirl (wife)
Hawkmen, 76
Hawk-Owl, 107, 488
Hawkshadow, 423
Hawkwoman (superhero), 563
Justice League of Ameri-
ca, member of, 294
Hawkworld, 253
Hayami, Danbei, 156
Hayami, Geiji, 156
Hayata, 606
Haydock, Ron, 107
Hayter, David, 656
Hazard, Johnny (newspaper
strip), 285
HBO See Home Box Office
(HBO)
Head, Anthony Stewart, 96
Headbasher, 493
Headline Comics, 41
Headmen, 178
Headrush, 426
Headsman, 461
The Heap, 556
Heat Wave, 575
Heath, Russ, 33, 331, 497
Heatwave, 157
Heaven Can Wait (movie), 232
Heavy Metal, 388
Heavy Metal L-Gaim, 408
Heavy Metal Warrior Xenon,
21, 324
Hecate, 355
Heck, Don, 47, 86, 289
Hector Hammond, 575
Hefti, Neal, 59, 64, 523
Heike, Mark, 210, 212
Heimdal, 598
Heinlein, Robert A., 148
Helena, 141
Heifer, Andy, 484
Helga (Gen 13), 227
Helicarrier, 572
Hell, 169
Hella the Goddess of Death,
599
Hellblazer (comic book), 615
Hellblazer (superhero), 351,
558
Hellboy (comic book), 168,
254
abstract style of, 255
Hellboy #1,254 (ill.),
255
Hellboy (movie, 2004), 168,
256
Hellboy (superhero), 22, 34,
254-256, 416
Batman, crossover story
with
Ghost, crossover story
with
merchandising of, 256
Pain Killer Jane,
crossover story with
Savage Dragon,
crossover story with
Starman, crossover
story with, 256
Hellboy: Bones of Giants (Gold-
en), 256
Hellboy Junior (comic book),
256
Hellboy: Odd Jobs, 256
Hellboy: Seeds of Destruction,
254
Hellboy: The Lost Army, 256
Hellcat See Cat
Helldiver, 181
Hellfire Club, 170, 648, 649,
651, 659
Hellions, 648, 651
Hellmouth,96, 98
Hell-Rider, 405
Hell's Angels (English comic
book), 283
Hellspawn (comic book), 275,
445
Hellspawn (superhero), 445
Help!, 627
He-Man Woman Hater's Club,
531
Hemsley, Sherman, 548
Henderson, Jason, 528
Hendrickson (Blackhawks),
88,90
Henning, Bunny, 483
Henry, Buck, 103, 107
Henshin, 19
Hensleigh, Jonathan, 266
Henson, Jim, 595
HERB See Herbie the Robot
{The New Fantastic Four)
Herbie Popnecker, 102
Herbie the Robot [The New
Fantastic Four), 207, 209
Hercules (superhero), 43, 48,
86, 257, 288, 330, 388,
492, 563, 568, 598, 627
Freedom Force, member
of, 290
Herculoids, 438, 439
The Herculoids (animated
series), 246
Here Comes Mr. Jordan
(movie), 232
Herman, Jack, 513
Hernandez, Lea, 21
Hernandez, Paul, 236
Hero, 368, 378, 513
H-E-R-0 See "Dial 'H' for Hero"
Hero at Large (1980), 108
Hero Boy See Dukse Drengen
TH£ SUPBBHeiZO BOOK
*9l
Index
Hero Cruz, 180
Hero Games, 513
Hero High (school), 492
Hero High (TV series), 130
The Hero with a Thousand
Faces, 516, 561
Hero Zero, 169, 488, 564,
608
Heroes Anonymous
(2003-2004), 107
Heroes by Gaslight, 514
Heroes for Hire (comic book),
256, 388, 425
Heroes for Hire (superteam),
24, 256-257, 256, 270,
287, 288, 387
Heroes for Hire Inc. See Here-
os for Hire (superteam)
Heroes in a Half-Shell See
Teenage Mutant Ninja Tur-
tles
"Heroes Reborn" experiment,
203, 216
Heroes Return, 600
Heroes Unlimited, 513, 514
Heron, Eddie, 124, 126
Hertzberg, George, 97
Herz, Michael, 108
Hewlett, Jamie, 583
Hexagon (French super-
heroes), 283
Hexbreaker (1988), 52
Heyer, Steve, 390
Hi no Tori (The Phoenix), 36
Hibbard, Everett E., 219
Higashi, Dr. Kotaro, 134
Higashi.Tatsuya, 134
Higgins, Graham, 527
Higgins, Joe, 558
Higgins, Michael, 390
High Evolutionary, 458, 577,
598
The Higher United Nations
Defense Enforcement
Reserves See TH.U.N.D.E.R.
Agents
Highfather, 361, 363, 571
High-Pockets, 510
Hill, Bart See Daredevil (super-
hero, Lev Gleason Comics)
Hillman Periodicals, 529, 556
Him, 391
Hinkley, Ralph, 234-236, 235
(ill.)
marries Pam Davidson,
236
name (last), problem
with caused by
attempted assassin
John Hinkley, 235
name (last), temporarily
changed to Hanley,
235
supersuit, inability to
control powers of, 235
See also The Greatest
American Hero (TV
series)
Hino, Rei,412
HiOctane Comics, 74
Hippolyta, 631
Hiroshima, 42, 114, 606
Hirt, Al,238
His Atomic Sub, 42
History Channel, 172, 501,
523, 637
History of Comics, 75
Hit Comics, 559
Hit Comics #25 (Kid
Eternity's debut,
December 1942), 232
Hit Parader, 143
Hitch, Bryan, 44, 48
Hitchcock, Alfred, 467
Hitler, Adolf, 111, 139, 160,
172,231,285,332,574,
585, 636-638
H.I.V.E., 592,593
Hoberg, Rick, 656
Hobgoblin, 461, 462, 580
Hobgoblynn Press, 514
Hobuto Seiji, 606
Hodag, 53
Hodge, Al, 508, 511
Hodgman, John, 563
Hog of Steel, 627
Hogan, Happy, 288, 289
See ateo Freak
Hogan, Hulk, 439
Hogan, James R, 134
Hogan, Peter, 16, 17
Hoggoth, 516
Hogun, 598
Holiday, Bob, 545
Holliday College, 628
Holliday Girls, 628
Holliday, Liz, 527
Holliman, Earl, 365
Hollow Men, 573
Hollywood, 503, 508, 520,
580, 604
Hollywood Pictures, 227
Hollywood's Glamorous Detec-
tive Star, 138
Holt, Laura, 76
Holyoke Publishing, 92, 137,
139,211,428
Homage Comics, 275, 368
Home Box Office (HBO), 9,
493
Homeland (The Freedom Col-
lective), 284
Homicron 1 (French super-
hero), 283
Homosexuality in comics, 10,
281, 282, 283, 367-369
at Marvel Comics, 10,
11
Honey-Bun, 591
Hong Kong Pfiooey (animated
series, 1974-1976), 223,
247, 492
Honor Guard, 39, 508
Hook, 177
Hooks, Jan, 548
Hooper, Tobe, 458
Hoople (planet), 323
Hooten, Peter, 184
Hooty, 529
Hop Harrigan, 173
Hope, Bob, 173
Hoppy the Marvel Bunny, 102,
222
Horn, Maurice, 412, 637
Hornblower, 591
Hornet's Sting, 238, 280, 582
Horror comics, rise in populari-
ty of, 227
Horror superheroes, 227
Horton, Professor Phineas T,
268
Horus, 423
Hoselton, David, 297
Hostess, 524
Hot Wheels (comic book), 111
Hotshot (English superhero),
283
Hotsky Trotsky, 102, 216, 575
Hotstreak, 471
Hotz, Kyle, 263
Hougan, 557
Hound Hero, 554
Hourman, 415, 432, 517,
566, 585
Justice League of Ameri-
ca, member of, 295,
298
Justice Society of Ameri-
ca, member of, 299
House of Ideas (Marvel),
334-335
House of Mystery, 103, 174,
179, 435, 587
House of Mystery #156
(Robby Reed's debut),
179
House of Secrets, 576
Houston, Larry, 656
Hovercar, 572
"How Superman Would End
the War" (Look magazine),
172
Howard the Duck (comic
book), 334, 404
Howard the Duck (movie), 78,
223
Howard the Duck (superhero),
78, 223, 313, 590
Howard, Robert E., 94, 334
Howard, Sherman, 484
Howell, Richard, 48, 287, 388,
417
Howler, 492
Howlett, James, 626
H'ronmeer, 330
Hu, Kelly, 657
Huckleberry Finn, 26
Hudnall, James D., 325, 608
Hudson, Heather McNeil, 10
Hudson, James MacDonald,
10
Hudson Nuclear Facility, 217
Hughes, Adam, 169, 198, 505
Hughes, Finola, 650, 656
Hughes, Richard E., 102
Hughes, Steven, 558
Hukuto no Ken See Fist of the
North Star
The Hulk (movie, 2003), 28,
266 (ill.), 580
The Hulk (superhero), 26, 27,
28,43,46,37,105,177,
183, 210, 257-263, 288,
331, 334, 351, 357, 388,
418, 424, 429, 433, 435,
451, 457, 498, 500, 510,
516, 518, 523, 524, 528,
563, 564, 568, 569, 577,
578, 582, 586, 587, 589,
625, 643
appearance, changes in
over time, 259
as the Devil Hulk, 263
as the Maestro, 262
Avengers, member of,
258-259
Defenders, member of,
260
gray version of, 262
green vs. gray, 262
merchandising of, 267
origins of, 257-258
parody of, 277
rage, effect on, 259
separated from Bruce
Banner, 262
See also The Incredible
Hulk entries
Trie Hulk and Spider-Man: Mur-
dermoon, 526
tffi
TH£ SUPBBHeiZO BOOK
Index
Hulk Comic, 120
The Hulk in the Media,
263-267
Hull, Warren, 278, 508
Human Bomb, 84, 186
Human Bullet, 603
Human Cat, 184
Human Dynamo See Shock
Gibson
Human Flame, 205-210
The Human Fly (comic book),
92, 280
Human Fly (superhero), 530
Human Fly Bandits, 252
Human Flying Fish, 32
Human Icicle, 179
Human Meteor, 248
Human Sub, 74
Human Target, 502
The Human Target, 147
Human Tidal Wave, 33
Human Top (Kid Commandos),
23, 286
The Human Torch (comic
book), 332,356,475,553
The Human Torch #5,
585
Human Torch (Fantastic Four
superhero), 205-210, 246,
257,269,277,427,474,
499, 516, 518, 522, 531,
533, 563, 565, 566, 567,
582, 584-587, 636, 642
attempts to revive in
1950s, 333
fights the original
Human Torch, 269
origin of, 332
postwar resurrection of,
233
The Human Torch (superhero,
original), 26, 112, 230,
267-270, 418, 433, 451,
452, 474
fighting organized crime,
269
fights the Fantastic Four
version of the Human
Torch, 269
in All-Winners Squad, 284
Human Torch Comics,
268-269
Humanitas Prize, 472
Hummingbird, 74
Hun, 574
Hunchback of Hollywood, 111
Hunt, J. D.,365
Hunt, Jeff, 465
Hunt, Jerry, 464
Hunter, Tim, 383
Hunter, Timothy, 615
The Huntress #1 (Huntress
returns), 270
The Huntress (superhero), 56,
65, 78, 80, 141, 270-271,
296 (ill.), 485, 496, 531,
536, 570, 572, 574, 582
death of, 270
Infinity Inc., member of,
300
joins Birds of Prey, 270
Justice League of Ameri-
ca, member of, 295
return of, 270
Huntsman, 327
Hurd, Michelle, 297
Hurricane Honey See Cutey
Honey
Hurricane Polymar (anime
series), 19, 134, 271-272,
596
Italy, popularity in, 271
Hurricane Polymar (remake,
1996), 272
Hurricane Polymar (super-
hero), 271, 272
"Hush," 97
Husk, 570, 649, 650
Hyakimaru (superhero), 322
Hyde-White, Alex, 209
Hydra, 114, 364, 463, 464
Hydro Man, 457
Hydrobase, 33
Hydrogen Bomb Funnies, 627
Hydroman (superhero), 32
Hydro-Man (villain), 83
Hype, 406
Hyperion, 43, 418, 571
Hypnotic Secret Identity Tie,
603
/ Love Lucy (TV series), 522,
540
/ Love You, Featuring Elvis, 404
lanus Publications, 393
Ibac, 126, 131, 574
Iberia Inc. (Spanish super-
heroes), 284
Ibis the Invincible, 99, 516, 556
Ibistick, 556
IBM, 510
ICD See International Crime
Division (ICD)
Ice (superhero), 297, 635
Justice League of Ameri-
ca, member of, 294
Ice-Maiden (Global Guardians),
281
Justice League of Ameri-
ca, member of, 294
See also Ice (superhero)
Iceman, 86, 179, 457, 518,
565, 568, 569, 642, 654,
655 (ill.), 656, 657
Ichabod "Ikky" Mudd, 131
l-Ching, 358, 629
Icicle, 574
Icon, 9, 346
Idea Design Works, 445
Ideal Toys, 110, 572, 578
Idol Fighter Su-Chi-Pai, 22
Igarashi, Satsuki, 132
Iger, Jerry, 39, 92,234, 380,
381, 466
Iger Square, 39
Igle, Jamal, 257, 288
Ignition, 551
Igoo (The Herculoids), 246
Ikaris, 571
Ikegami, Ryoichi, 22
"I Killed My Folks (No Acci-
dent)" (song), 311
ikuhara, Kunhiko, 411, 413
Image Comics, 15, 29, 38, 51,
53,75,107,157,197,201,
214, 226, 254, 273-276,
283, 291, 348, 352, 370,
374,400,405,415,423,
426,443,445,446,487,
493, 505, 561, 563, 570,
589, 608, 622, 623
America's Best Comics
imprint, 275
artwork, quality of, 274
crossover stories with
other publishers,
274-275
Homage Comics imprint,
275
Marvel Comics, split
from, 273
merchandising by, 276
origin of, 202, 273, 335
publishing difficulties,
275
Wildstorm imprint, 225,
226
Image Comics Heroes,
273-276
See also Danger Girl,
Brigade (superteam),
Cyberforce
(superteam), Fire-
breather, Genl3
(superteam), Go Girl,
Hellspawn, Invincible,
The Maxx, Pitt, Sam &
Twitch, Savage Drag-
on, ShadowHawk,
Spawn, Supreme, Wild-
guard (superteam),
Youngblood
Iman (Planet DC), 282
Immateria, 17
Immonen, Stuart, 48
Immortus, 47, 355, 417
Impact imprint, 36, 158, 279
Impala (Global Guardians),
281
Imperial Flagship, 572
Imperiex, 472, 551, 580
Impossible Man, 210
The Impossibles (super-
heroes), 245
Impossicar, 246
Imposter, 455
Impulse (comic book), 481
Impulse (superhero), 221,
430, 564, 592, 593
In Living Color (TV series,
1990-1994), 106, 531
Inagaki School of Art and
Design, 425
The Incredible Hulk (animated
series, 1966), 210, 263
The Incredible Hulk (animated
series, UPN, 1996), 265
See also The Incredible
Hulk and She-Hulk, The
Incredible Hulk and
Friends
The Incredible Hulk (comic
book), 178, 257, 263, 501,
503, 590, 624, 654
T/ie Incredible Hulk #1
(The Hulk's debut),
258
The Incredible Hulk
#181 (Wolverine's
debut), 334
The Incredible Hulk (super-
hero) See The Hulk
The Incredible Hulk (TV movie,
1977), 263
The Incredible Hulk (TV series,
1978-1982), 96, 115, 165,
260, 263-264, 334, 424,
490, 493, 579
The Incredible Hulk and
Friends (animated series,
UPN, 1998-1999), 266
The Incredible Hulk and She-
Hulk (animated series, UPN,
1997), 266, 493
The Incredible Hulk and the
Amazing Spider-Man (animat-
ed series), 264-265, 457,
492
The Incredible Hulk Future
Imperfect (comic book,
1992-1993), 262
TH£ SUPBBHeiZO BOOK
693
Index
The Incredible Hulk: Abomina-
tions (comic book, 1997),
528
The Incredible Hulk: Cry of the
Beast (comic book), 526
The Incredible Hulk: Stalker
from the Stars (comic book),
526
The Incredible Hulk vs. Super-
man (comic book), 589
The Incredible Hulk: What Sav-
age Beast (comic book,
1995), 528
The Incredible Hunk, 104
The Incredibles, 110
Independent News Co., 333
Independent publishers, 350
India Rubber Man See Plastic
Man
Indian superheroes See Inter-
national Heroes
Indigo City, 488
Industrial Light & Magic, 266
Infantino, Carmine, 3, 4, 25,
36, 59, 69, 79, 93, 95, 174,
176, 199, 219, 220, 277,
298, 334, 357, 361, 369,
431, 435, 486, 500, 541,
588
Inferi-Car, 276
Inferior Five (comic book), 48,
570
The Inferior Five (super-
heroes), 103, 276-277
origin of, as parody, 276
Inferno, 390
Infinity Inc. (superheroes),
138, 189, 300, 359, 529,
570
Infinity Man, 362
Infra-Man (1976), 108
Inhumans (comic book), 278
Inhumans (superteam), 86,
206, 210, 277-278, 288,
417, 536, 564, 569
Initiative, 97
Injustice Gang of the World,
574
Injustice Society, 298, 301
Ink Pot Award, 37, 326
Inky, 40
Insect Heroes, 278-281
Insect Queen, 280
Inspector Detector, 448
Inspector Henderson, 548
Inter-Agency Defense Com-
mand, 635
Intergalactic Federation of
Planets, 73
Intergang, 551
International Crime (movie ser-
ial, 1938), 422
International Crime Division
(ICD), 271
International Heroes,
281-284
in Australia, 282-283
in England, 283
in France, 283
in India, 283
in Italy, 283-284
in Mexico, 284
in other countries, 284
in the Phillipines, 284
in Spain, 284
International Operations (I.O.),
225, 624
INTERSECT, 146
Intetsu, 325
The Invaders (comic book),
270, 476, 567, 639
The Invaders (comic book,
1975-1979), 560
The Invaders (comic book,
1993), 286
Invaders (superteam),
284-286, 300
Invertica City, 488
Invincible (comic book), 276
Invincible (superhero), 182
Invisibelt, 563, 580
Invisible Avenger, 422
Invisible Boy, 109
Invisible Dick (English super-
hero), 283
Invisible Girl, 94, 142,
205-210, 214, 246, 277,
317, 433, 476, 491, 535,
536, 537, 563, 567
Invisible Irving, 216
Invisible Kid, 308, 563
Invisible Man, 16, 100
The Invisible Man
(1958-1960), 146
The Invisible Man
(1975-1976), 146
The Invisible Man (2000), 146
"Invisible Man vs. Hawkman"
storyline, 563
Invisible Scarlet O'Neil, 534,
563
Invisible Woman, 389, 476,
495, 518, 537, 563, 564
evolution of, 207
See also Invisible Girl
7?ie Invisibles, 615
Inviso-Belt, 437
Inza Cramer, 189
1.0. See International Opera-
tions (1.0.)
Ipkiss, Stanley, 168, 337
IQ Gang, 253
IRA (Internal Retrieval Associa-
tive), 635
Ireland, Kathy, 210265-266
Irie, Yoshio, 411
Iron (Metal Men), 340, 567
Iron Cross Group, 457
Iron Fist (comic book), 94,
334, 358
Iron Fist (movie, estimated
2006), 288
Iron Fist (superhero), 8, 257,
286-288, 339, 359, 373,
387, 388, 511, 579
death of, 287
as evil character, 287
resurrection of,
287-288
Iron Fist/Wolverine: Return of
K'un-Lun, 257
Iron Maiden, 601
Iron Man (animated series,
1966), 263
Iron Man (animated series,
1994-1996), 209, 265
Iron Man (comic book), 364,
526, 535, 654
Iron Man #325 (Iron
Man's death), 290
Iron Man (superhero), 8, 26,
46,47,48,86,112,251,
259, 288-290, 316, 334,
357,364,372,435,507,
510, 518, 563, 563, 564,
568, 577, 581, 586, 587
alcoholism, battle with,
289-290
death of, 290
original replaced by Jim
Rhodes, 8, 289-290
origins of, 288
resurrection of (from
alternate reality), 290
Iron Man (TV series), 465,
490, 491, 493
Iron Man: And Call My Killer . . .
Modok!, 526
Iron Man: The Armor Trap
(1995), 528
Iron Mask, 186
Iron Skull (superhero), 230
Ironcat Studio, 155
Irons, John Henry See Steel
Irons, Natasha, 473
Irving, Chris, 212
Irwin Toys, 413
Isabella, Tony, 287, 388
Isherwood, Geoff, 244, 287,
388
Ishiguro, Noburo, 37-38
Ishikawa, Ana See Shi
Ishikawa, Catherine, 425
Ishikawa, Shiro, 425
Ishikawa, Toro, 425
Ishikawa, Yoshitora, 426
Ishikawa, Yuri, 426
Ishinomori, Shotaro, 38, 19,
155,321
Isis (superhero), 96, 130,
213, 290-291, 492, 516,
524
Freedom Force, member
of, 290
merchandising of, 290
Isis (TV series), 290, 536
It, the Living Colossus, 530
Italian superheroes See Inter-
national Heroes
It's a Bird, It's a Plane, It's
Superman (Broadway musi-
cal, 1966), 523, 541, 545
Ito, Ikuko, 411
"It's clobberin' time!" catch
phrase, 206
Ivan Ooze, 343
Ivan Shark, 131, 511
Ivan the Terrible, 111
Ivana (Gen 13 villain), 225
Ivie, Larry, 601
Ivy League, 507
The Ivy Menace, 348
Ivy University, 218
I.W. Comics, 92, 186, 382, 469
Jabberwocky, 52-53
Jack (Australian superhero),
283
Jack B. Quick, Boy Inventor, 16
Jack Cole and Plastic Man:
Forms Stretched to Their Lim-
its, 386
Jack Frost (Liberty Legion),
285
Jack Hawksmoor, 44
Jack O'Lantern (Global
Guardians), 281, 567
Jack Q. Frost (superhero),
249, 434
Jack Staff (English comic book,
2000), 283
Jack the Ripper, 328
Jackal, 454
Jackaroo (Australian super-
hero), 282
Jack-in-the-Box, 39, 488
Jackman, Hugh, 525, 655
(ill.), 656
Jackson {The Spider), 278
Jackson, Lee, 399
Jackson, Michael, 405
Jackson, Samuel L., 520
(0*
TH£ SUPBBHeiZO BOOK
Index
Jacqueline See Spitfire
Jade, 375, 570
Green Lantern, child of,
300
Infinity Inc., member of,
300
Jade Giant See The Hulk
Jagga the Space Raider, 132,
575
Jaguar, 35, 36, 138, 434, 518
Jai, Michael, 273, 445
Jakarta the Dust Devil, 4
Jakeem Thunder, 565
The Jam (superhero), 282, 323
Jama-Everett, Aylze, 8
Jamaica Bay, 641
Jamal-Warner, Malcolm, 472
James, Mary, 40
Jameson, J. Jonah, 317, 396,
451, 456, 460
Jan (Space Ghost's sidekick),
246, 437
Jan and Dean, 523
Jan and Dean Meet Batman,
523
Jane, Thomas, 397
Janissary (Planet DC), 282
Janson, Klaus, 60, 162,
502-503
Janssen, Famke, 655 (ill.), 656
Janus, John, 601
Japanese Bat (Filipino super-
hero), 284
Japanese soldiers (World War
II) in comics, 231, 268, 332
Jarvis, 568
Jason (Battle of the Planets),
73
Jaspers, Jim, 120
"Jaspers Warp," 120
Java, 342
Jax-Ur, 550
Jay, 107
Jayce (Space Ghost's side-
kick), 246, 437
Jayna See Wonder Twins
Jeffcoate, Dr. Benjamin, 147
Jeffries, Dean, 572
JekyN-Hyde, 573
Jem, 494
Jemas, Bill, 335
Jenkins, Paul, 263, 420
Jenna (Team Action), 2
Jenner, Bruce, 545
Jenny Quantum, 44
Jens, Salome, 484
Jericho, 421, 530, 592, 593
Jervis Tech, 69
Jester, 162
Jester's League of America,
104
Jesus Christ, 44, 383
Jet (New Guardians), 282
Jet Girl, 211, 583
Jet Jackson, 132
Jetman, 369
Jewel Princess, 156
Jewelee, 578
Jeweler, 209
Jewish Hero Corps, 359
Jigsaw (comic book), 249
Jigsaw (superhero), 434
Jim Lee's WildC.A.T.S, 493
Jimenez, Phil, 631
Jimmy Olsen (comic book),
362, 545
See also Olsen, Jimmy
Jimmy Olsen's Blues, 372
Jinx, 538
Jinzo Ningen Kikaider See Arti-
ficial Human Kikaider
JLA See Justice League of
America
JLA (comic book), 295, 590,
592
JLA/Avengers, 48
JLA Liberty and Justice (2003),
295
JLA: Secret Origins (2002),
295
JLA: Year One (1998), 295
JLX, 590
Joan of Arc, 558
Jock, 160
Joe Kubert School of Cartoon
and Graphic Art, 500
Joe Palooka (comic book),
248, 373
Joe Schuster's Art Shop, 403
Johnny (Doc Savage), 181
Johnny Quick See Quick, Johnny
Johnny Thunder See Thunder,
Johnny
Johns, Geoff, 48
Johnson, Drew, 632
Johnson, Edward, 512
Johnson, Henry See Steel
Johnson, Jackie, 5
Johnson, Kenneth, 263
Johnson, Lyndon, 519, 627
Johnson, Mark Steven, 166,
228
Johnston, Becky, 635
Johnston, Bill, 421
Johnston, Joe, 266, 407
Johnston, Ken 297
Johnston, William, 103
Johnstone, Paul See Shad-
owHawk
Joker, 35, 55, 57, 60, 61, 64,
66-70, 78, 79, 232, 297,
316, 402, 403, 406, 479,
502, 506, 515, 520, 530,
537, 572, 574-576, 579,
586, 587, 631
The Joker (comic book), 60,
589
Joker/Mask (2000), 338
Jokermobile, 572
Jolie, Angelina, 525, 538
Jolly Green Giant, 104, 510
Jolsten, Erik, 386, 387
Jon Sable: Freelance, 503
Jonathan, 98
Jones, Bruce, 28, 263, 335
Jones, Eddie, 548
Jones, Erotica See Stripperella
Jones, Gabriel, 364
Jones, Gerard, 329, 608
Jones, Gordon, 508
Jones, J. G.,87, 331
Jones, Jenny, 527
Jones, Jessica, 201, 215,
388, 465
Jones, Jimbo, 54
Jones, John See Martian Man-
hunter
Jones, Julianna, 390
Jones, Lieutenant Davey, 33
Jones, Mickey, 108
Jones, Rick, 112, 113, 123,
124, 258, 265, 405, 429
Jones, Sam, 147, 469
Jones, Sam III, 484
Jones, Tommy Lee, 67, 70
Jonni Feng, 442
Jonni Future, 16
Jon Sable, Freelance, 351
J'onn J'onzz See Martian Man-
hunter
Joplin, Janis, 240, 627
Jordan, Hal (as Green
Lantern), 241, 318, 582
See also Parallax, The
Spectre
Jordan, Hal (as The Spectre),
447
See also Parallax, The
Spectre
Jordan, Rollie, 365
Jor-EI, 484, 489, 506, 525,
539, 541, 546, 548, 549,
561
Jory, Victor, 422
Joseph, 644
Joto, 592
Journey into Mystery, 46, 47,
598
Journey into Mystery
#83, 598
Journey to the West, 189
Joyce, Barbara, 78, 270, 296
(ill.)
Joyce, Graham, 527
Joy-Levine, Deborah, 548
JSA See Justice Society of
America
JSA (comic book), 252, 301,
639
J-2, 660
Jubilation Lee, 648
Jubilee, 570, 626, 648, 650,
655, 656
Judas Priest, 615
Judd, Eugene Milton, 11, 529
Judge Dredd (comic book),
515
Judge Dredd (movie, 1995),
441
Judge Dredd (superhero), 119,
283, 313, 441, 589
Judomaster, 144, 434, 578
Juggernaut, 578, 649, 654,
656, 659
Jughead, 434
Jughead as Captain Hero, 104
Julia, (TV series), 7
Jumbo Comics, 234
Jungle Action, 8, 85
Jungle Action #10, 6 (ill.)
Jungle Beasts of Jupiter, 441
Jungle Comics, 532
Jungle Emperor (1950), 36
Jungle Girls, 212
Jungleman, 248
Junior, Sivana, 125
Junko, Melvin, 108
Junkyard, 493
Jupiter, Loren, 591
Jupiterian Vinashdoot (Indian
superhero), 283
Jurgens, Dan, 288, 329, 600
Juspeczyk, Laurie, 619
Justice, 331
Justice Jet Copter, 465
Justice League See Justice
League of America
Justice League (animated
series, 2001- ), 176, 297,
363, 429, 542, 549
Justice League Adventures
(comic book, 2002- ), 295,
327
Justice League of America
(comic book), 61, 68, 76,
77, 79, 84, 101, 205, 217,
218, 246-247, 293, 295,
333, 357, 441, 470, 479,
494, 500, 503, 505, 537,
556, 567, 590, 616, 632,
636
Justice League of Ameri-
ca #21, 586
TH£ SUPBBHeiZO BOOK
69s
Index
Justice League of Ameri-
ca #200, 294 (ill.)
Justice League of Ameri-
ca #261 (Justice
League series can-
celed), 294
Justice League of America
(superheroes), 4, 27, 29,
30,34,41,45,59,79,80,
93, 94, 96, 118, 173, 186,
189, 199, 217, 220, 237,
240, 241, 252, 253, 270,
293-295, 296, 329, 342,
374, 382, 383, 386, 432,
433,471,472,473,480,
488, 495, 496, 506, 508,
511, 517, 528, 556, 561,
563, 564, 565, 568, 570,
571, 576, 580, 586, 588,
590, 591, 613, 629-631
and Justice Society of
America, 293, 294
name of team, reason
for, 293, 294
origins of, 293-294
Justice League of America (TV
pilot, 1990), 297
Justice League of America (TV
pilot, 1997), 297
Justice League of America in
the Media, 295-298
Justice League Europe, 199,
568
Justice League Europe
(1989-1993), 295, 342
Justice League International
(comic book, 1993-1994),
295
Justice League International
(superteam), 329, 568
Justice League Quarterly
(1990-1994), 295
Justice League Task Force
(1993-1994), 295
Justice League Unlimited
(superteam), 297
Justice Machine Annual #1
(Elementals' debut), 197
Justice Magazine, 464
Justice Society See Justice
Society of America
Justice Society of America
(comic book), 79, 301, 469
Justice Society of America
(superheroes), 40, 59, 78,
79, 80, 137, 142, 173,
189, 219, 230, 239, 250,
251, 284, 293, 298-301,
329, 414, 415, 429, 432,
447, 470, 487, 529, 533,
563, 565-568, 570, 573,
574, 581, 585, 614,
629-631, 639
in All Star Comics #3
(Winter 1940), 172
characteristics of team
members, 301
end of all Justice Society
comics (1989), 301
end of the original team,
299
first superhero team
ever, 298
intergenerational conflict
with the Super Squad,
300
and Justice League of
America, 293, 294,
299
origins of, 298
resurrection of in
1990s, 301
return of, 299
The Justice Society Returns
(comic book, 1999), 301
Justifiers, 514
Jyato (villain), 322
Kablam!, 493
Kabooie (Shazzan), 246
Ka-Boom Estudio (Mexico),
284
Kabukiman, 108
Kahn, Jenette, 95, 175, 630
K'ai (subatomic world), 260
Kaieda, Senzo, 325
Kaine, 460
Kaizen Gamorra, 44
Kajula (villain), 322
Kal-EI See Superman
Kaler, David, 118
Kali, 529
Kalibak, 478, 578
Kal-L, 539
Kalogridis, Laeta, 635
Kaluta, Michael, 174, 422,
423, 485, 503
Kamandi, the Last Boy on
Earth (character) 587
Kamandi, The Last Boy on
Earth (comic book), 94, 362,
441
Kancer, 551, 580
Kandor, Bottle City of, 429,
486
Kane, Betty, 55
Kane, Bob, 26, 56, 61, 68,
102, 140, 172, 223, 230,
400, 427, 490, 498
Kane, Gil, 40, 41, 110, 123,
186, 240, 250, 286, 452,
500, 548, 601
Kane, Joshua See Sanctuary
Kane, Kathy, 59, 316, 534
Kane, Nova See Nova, the
Energy-Being That Walks
Like a Woman
Kaneko, Jiro, 134
Kang the Conqueror, 47, 577
Kanigher, Robert, 79, 219,
220, 298, 340, 431, 501
Kanis-Biz, 312
Kanjar Ro, 297, 576
Kannit, 312
Kanzaki, Masaomi, 21
Kapatelis, Julia, 631
Kapital Kouriers, 564
Kapitan Aksiyon (Filipino
superhero), 284
Kara See Supergirl
Kara Zor-EI See Supergirl
Karate (Batfink's sidekick),
223, 491
Karazewski, Larry, 266
Karillion, 622
Karl Art Publishing, 111
Karlo, Basil, 68
Karloff, Boris, 68, 434, 573
Karma, 369, 651
Karmen Rider See Masked
Rider
Karnak (Inhumans), 277
Karven the Hunter, 578
Kasady, Cletus See Carnage
Kasem, Casey, 64, 65
Kashdan, George, 483, 590
Kassir, Jon, 297
Katana, 374, 570
Katar Hoi See Hawkman
Kato, 238, 356-357, 495,
508, 532, 572, 582, 590
Katt, William, 234, 235, 235
(ill.)
The Katzenjammer Kids (early
comic strip), 228
Katzman, Sam, 543
Kaufman, David, 549
Kaufman, Lloyd, 108
Kaveney, Roz, 527
Kaye, Danny, 519
Ka-Zar (superhero), 332, 474,
611
Kazaros, Eve Marie, 635
Kaze Hime See Wind Princess
Kearny, 54
Keaton, Michael, 60, 61, 63
(ill.), 66
Kebec, 121
Keen Marlow, 554
Keeper (Kid Eternity guardian),
495
Keepers, 225
Keipher, Elizabeth, 484
Keith, Sam, 415
Kekko Kamen, 155
Kelex, 507
Kelk, Jackie, 512
Kelly, Joe, 218, 505
Kelly, Senator Robert, 656
Kenichi See Racer, Rex
Ken-ichi-Kai, 607
Kennedy, Jamie, 105, 109
Kennedy, Jayne, 635
Kennedy, President John E,
495, 541
Kenner Toys, 472, 478, 557
Kenobe, Obi-Wan, 363
Kent, Clark, 32, 106, 147,
174, 305, 314, 371, 418,
484-486, 495, 515, 522,
538, 543, 544, 548, 549,
552-554, 598
See also Superman
Kent, Clark (father of A-Ko),
392
Kent, Eben, 544
Kent, Jonathan, 308, 482,
483, 484, 486, 495, 515,
517, 544, 548
Kent, Ma See Kent, Martha
Kent, Martha, 482, 483, 484,
486, 495, 515, 517, 544,
548
Kent, Pa See Kent, Jonathan
Kent, Sarah, 544
Kent, Susan See Bulletgirl
Kento, 409
Keown, Dale, 275
Kerberos, 133
Kero, 133
Kesel, Barbara, 250, 504
Kesel, Karl, 250
Kesslee, 583
Ketch, Danny See Ghost Rider
(1990)
Kevlar, 564
The Key (villain), 576
Keyop (Battle of the Planets),
73
Keystone City, 485
Khan, Shiwan, 356
Khaniger, Robert, 629
Kherubim, 622, 623, 624
The Kid See Superboy
Kid Action, 111
Kid Commandos (superteam),
286
Kid Eternity (comic book), 232,
615
(0t>
TH£ SUPBBHeiZO BOOK
Index
Kid Eternity (superhero), 185,
232, 428, 495
Kid Flash, 220, 317, 429,
430, 564, 567, 590, 591,
593
becomes The Flash,
220-221
Kid Gallahad, 74
Kid Komics, 112, 268
Kid Marvelman, 347
Kid Miracleman, 346, 348
Kid Nova See Nova
Kid Rock, 474
Kid Super-Power Hour with
Shazam! (animated series),
131, 471, 492
"The Kid Who Collected Spi-
der-Man," 453
Kidd, Chip, 386
Kidder, Margot, 105, 307, 546
Kidz (French superheroes),
283
Kiel, Richard, 379
Kieth, Sam, 275
Kilgrave the Purple Man, 162
Kill Bill: Vol. 1 (movie, 2003),
538
Kill Bill: Vol. 2 (movie, 2004),
538
Killer Croc, 60, 70, 580
Killer Frost, 217
Killer Moth, 55, 69, 70
Killer Shark, 89
Killraven, 442
Kilmer, Val, 61, 67, 401, 571
Kilowatt, 592
Kilowog (alien replacement
Green Lantern), 241
Kimberly (Blankman), 108
King Arthur, 119, 440
King, Christopher "Chris," 179
King Cobra, 89
King Comics, 378
King Endymion, 412
King Features Syndicate, 95,
144,377,378,379,493,
555, 569
King, Jason, 659
King Kandy, 179
King Kong, 576
King Krull, 126
King Midas, 578
King of the Rocketmen, 406
King of the Seven Seas, 30,
31, 510
King, Reverend Dr. Martin
Luther, 6
King Solomon's Frog, 85
King Tut, 70, 576
King, William See White Feath-
er (Inferior Five)
King Zandar, 246
Kingdom Come (1996), 29,
128, 314, 505, 620
Kingdom Come (1998), 528
Kingpin, 82, 162, 164, 165,
166, 167, 196, 265, 451,
457, 458, 460, 462, 463,
465, 578, 579
Kingsley, Roderick, 462
Kinks, 116
Kinnear, Greg, 105, 168, 238
Kinney National Services, 174
Kino, Makoto, 412
Kinomoto, Sakura, 133, 134
Kinsolving, Dr. Shondra 316
Kioke, Kazuo, 326
Kirby.Jack, 23, 27,35,36,
45, 47, 84, 85, 93, 102,
111-114, 142, 148, 161,
175, 200, 206-209, 214,
216, 217, 223, 232, 233,
247-249, 257, 258, 269,
277, 280, 323-324, 327,
330, 332-334, 350,
361-363, 372-374, 414,
416, 419, 427, 433-435,
439, 441, 442, 478, 486,
488, 497, 498, 500, 501,
519, 524, 525, 528, 534,
551, 553, 557-560, 571,
572, 578, 598, 614, 617,
637, 641, 654, 657
DC Comics, temporarily
defects to, 334
Kirby, Woody, 488
Kirk, Paul, 327
Kirk, Valencia See Colt (Fern-
force)
Kirkland, Boyd, 635
Kisarogi See Cutey Honey
Kishiro, Yukito, 22
KISS (comic book), 404, 405
KISS (rock music group), 404,
405, 406, 445, 519
KISS: Psycho Circus, 405
Kit (Phantom's daughter), 378
Kit Jr., 317
Kitaen, Priscilla, 622
Kitchen Sink Press, 106, 323,
469
Kitt, Eartha, 64, 141
Kitten (Femforce), 137, 139,
140, 211, 315, 428, 533,
601,617
Kitty Car, 572
KLAE Corporation, 146
Klaus, Janson, 164
Klaw, 208
Klein, Izzy, 221
Knight and Squire (Batmen of
All Nations), 282
Knight Watchman (comic
book), 75
Knight Watchman (superhero),
74,75
Knight, David, 470
Knight, Jack, 470
Knight, Misty, 257, 287
Knight, Sandra See Phantom
Lady
Knight, Sen. Henry, 380
Knight, Ted, 64, 470, 483
Knight, Theodore See Knight,
Ted
Knightfall, 176, 367, 527
Knights 4 See 4
Knights of Justice (comic
book), 75
Knights of Justice
(superteam), 74
Knights of Pendragon (English
comic book), 283
The Knights of the Galaxy, 441
Knights of the Round Table,
411
Knights of the Zodiac, 20, 22
Kobalt, 346
Kodansha Bilingual Comics,
22, 134
Koepp, David, 458, 460
Kofi, 389
Kogar the Swinging Ape, 107
Kohn, Abby, 236
Koike, Kazuo, 324
Koike, Kazuya, 21
Kojima, Goseki, 21, 324
Kole, 592
Kolins, Scott, 256, 288
Komic Kartoons, 333
Kon-EI, 483, 593
Konjar Ro, 4
Konner, Larry, 546
Kookie Quartet 277
Kopelow, Kevin, 474
Koppy McFad, 101
Kord,Ted,92
Korean War in comics, 112,
333
KORN, 406
Korvac, Michael, 242
"Korvac saga" (Guardians of
the Galaxy), 242, 244
Korvo, 441
Kosmos, 617
Kotobuki, C-ko, 392, 393
Kotsky, Alex, 232
Kousuke, Kayama, 457
Koyama, Takao, 134
Kraft, David Anthony, 179
Kramer, Clare, 98
Kramer, Eric, 265
Krang, 595
Kraven the Hunter, 451, 457,
460, 462
Kravinoff, Sergei, 462
Kravinoff, Vladimir, 462
Kree (villains), 47, 122, 124,
436, 441, 581
Kree Empire, 277, 278
Kree-Skrull War, 251
Kremer, Warren, 81
Kreuk, Kristin, 484
Kricfalusi, John, 494
Krigstein, Bernie, 497
Krillin, 191
Krimson Kommisar (The Free-
dom Collective), 284
The Kroft Supershow, 536
KRS-One, 406
Krushchev, Nikita, 288
Krypto the Superdog, 303,
507, 561
Krypton (planet), 432, 482,
483, 485, 486, 506, 516,
525, 526, 534, 540, 542,
543, 549, 550, 552, 553,
562
Kryptonite, 303-304, 506,
512, 516, 517
Kryptonite, blue, 303
Kryptonite, gold, 303
Kryptonite, green, 303
Kryptonite, jewel, 304
Kryptonite Kid, 482, 484
Kryptonopolis, 486, 506
Ku Klux Klan, 8, 85, 575
Kuan Shi-Yin, 190
Kubert, Adam, 504, 645
Kubert, Andy, 504, 645
Kubert, Joe, 95, 174, 219,
248, 252, 253, 298, 504
Kudo, Kazuya, 324
Kuhn, Sandra, 75
Kuju, Shuichi, 325
Kul of Eos, 440
K'un L'un (city), 257, 286,
388
Kung Fu (TV show), 338
Kupperberg, Paul, 526
Kurosawa, Akira, 241
Kurt Busiek's Astro City See
Astro City
Kurtzberg, Jacob, 498
Kurt Busiek's Astro City (1995),
275
Kurtzman, Harvey, 497
Kuruma, Joe, 271, 272
Kussein, Hassan (Youngblood
villain), 202
Kyle, Helena, 78
Kyle, Selina, 66, 137, 140,
141, 537
See also Catwoman
TH£ SUPBBHeiZO BOOK
6*
Index
Kylun the Barbarian, 647
Kyoryu Sentai Zyuranger See
Mighty Morphin' Power
Rangers
La Chica Increible (Spanish
superhero), 284
La Llanera Vengadora (Mexi-
can superhero), 284
Ladd, Fred, 18, 37
Lady, 148
Lady Blackhawk, 89
Lady Death, 51, 537, 558
Lady Deathstrike, 655, 657
Lady Di, 520
Lady Dorma, 32, 317, 476
Lady Fairplay, 534, 559
Lady Flash, 564
Lady Kayura, 409
Lady Killer, 609
Lady Liberty, 561
Lady Luck (comic book), 466
Lady Luck (superhero), 51,
532
Lady Luger, 2
Lady of the Lake, 31, 34, 529
Lady Satan, 534
Lady Shiva, 79, 358
Laird, Peter, 105, 184, 504,
514, 593, 595
LaLoggia, Frank, 458
LaMarche, Maurice, 474
LaMarr, Phil, 297, 471
Lamont, 53
LaMorte, Robia, 97
Lance, 597
Lance, Dinah, 78
Lance, Larry, 79, 315
Lance Lewis, Space Detective,
440
Land, Greg, 366
Land of the Lost, 611
Landau, Juliet, 97
Landes, Michael, 548
Lane, Bobby See Burnout (Gen
13)
Lane, Cassandra, 157
Lane, Lois, 7, 59, 305-307,
306 (ill.), 313, 317,371,
372,419,482,495,509,
517, 524, 533, 540, 543,
544, 545, 546, 548, 549,
554, 586, 598
See also Lois Lane
(comic book)
Lane, Lucy, 372
Lane, Margo, 313, 421, 422
Lang, Cassie, 24
Lang, Fritz, 486
Lang, Lana, 307, 314, 482,
483, 484, 485, 495, 517,
540, 546, 548
Lang, Scott, 24, 388
Langford, David, 527
Langkowski, Walter See
Sasquatch
Lansdale, Joe R., 526
Lara (Superman's mother),
484, 506, 539, 541
Lara Croft (Tomb Raider) See
Croft, Lara
Larner, 339
LaRocque, Greg, 287, 388
LaRocque, Rod, 422
Larsen, Erik, 75, 179, 352,
370, 415, 488, 505, 561
Larson, Glen A., 328, 365
Larson, Jack, 371, 484, 544,
545
Lash Lightning, 429
Last /Avengers, 48
Last Boy on Earth, 94
Last Son of Krypton, 506
Lavin, Linda, 545
Law, Jude, 590
Law Legionnaires, 566
Lawrence, Robert, 115, 455,
654
Lawson, Craig, 77
Lawton, Sylvia, 534
Layton, Bob, 287, 289, 388
Lazenby, George, 484
Lazurus Pit, 70
Le Entorcha (Spanish super-
hero), 284
Le Fay, Morgan, 464, 631
Le Loup Garou (Spanish super-
hero), 284
Le Mort D'Arthur, 119
Leach, Gary, 347
Leachman, Cloris, 227, 634
Lead (as impervious to kryp-
tonite), 304
Lead (Metal Men), 340, 567
Lead Publishing, 20
Leader, 508, 577
Leading Comics, 237
League of Assassins, 177, 576
The League of Extraordinary
Gentlemen (comic book), 16
The League of Extraordinary
Gentlemen (movie), 16
Lea per, 90
Leapfrog, 162
Leav, Mort, 186
LeBeau, Remy, 644
Led Zeppelin, 405
Ledby Hand, 341
Ledger Syndicate, 421
Lee, Ang, 28, 267, 351
Lee, Bruce, 238, 338, 357
Lee, Christopher, 116
Lee, Cindy, 290
Lee, Jae, 420
Lee, Jason, 343
Lee, Jim, 11, 45, 106, 203,
226, 335, 352, 426, 504,
505, 622, 644
Lee, Linda See Supergirl
Lee, Pat, 21
Lee, Stan, 5, 23, 27, 28, 43,
45, 84, 86, 94, 95, 112,
113, 161, 162, 165, 166,
200, 205-209, 289, 317,
332-334, 357, 361, 363,
372, 395, 416, 419, 424,
433-437, 449, 450, 452,
453, 455, 456, 460-462,
464, 474, 476, 487,
498-501, 516, 528, 559,
586, 598, 617, 620, 623,
637, 641, 654, 657
creates nicknames for
Marvel writers and
artists, 334
establishes "House of
Ideas" at Marvel,
334-335
leaves Marvel for Holly-
wood, 334
writes "Stan's Soapbox"
column, 334
Leech, 649, 651
Leeke, Mike, 198
Legacy Virus, 647, 651
Legend oflsis (comic book),
291
Legend of the Heavenly Sphere
Shurato, 408
The Legend of Wonder Woman,
504
Legends (comic book), 294
Legends of the DC Universe
#11, 55 (ill.)
Legends of the Super-Heroes
(TV special, 1979), 60, 65,
78, 130, 296, 296 (ill.),
310, 579
LE.G.I.O.N.,312
LE.G.I.O.N. '89 (comic book),
310
Legion of Doom, 65, 477,
478, 579
Legion of Substitute Heroes,
308, 568
Legion of Super-Heroes (comic
book), 309, 310, 503
Legion of Super-Heroes
(superteam), 34, 77, 180,
307-310, 318, 359, 363,
372,431,442,482,489,
500, 517, 541, 549, 550,
562-564, 568, 572, 576,
578, 586
Legion of Super-Pets, 308,
562, 568
Legion of Super-Villains, 308,
576
Legionnaires (comic book),
310
Lehnsherr, Erik, 657
Lei Kung the Thunderer, 286,
287
Leiber, Larry, 598
Leigh, Stephen, 527
Leiko-Wu, 339
Leishman, Ron, 121
Lemaris, Lori, 32, 541
Lempkin, Jonathan, 549
Lenk, Tom, 98
Leno, Jay, 494, 520
Lenore, 139
Lensman, 147
Leon, John Paul, 346
Leonardo, 595
Leopardon, 457
Lester, Loren, 66
Lester, Richard, 546
Letterman, David, 520
Lev Gleason Comics, 159
Lev Gleason Publications,
230, 383, 428, 585
Levens, Philip, 635
Levine, Deborah Joy, 635
Levins, Rik, 1
Levitz, Paul, 145, 175, 309
Levram (superhero planet),
106
Levy, Edward, 143
Lewis, Jerry, 173
Lewis, Lance See Lance Lewis,
Space Detective
LexCorp, 486
Li Shaoran, 133, 134
Liberace, 64
Liberator, 559, 637
Liberty Belle (All-Star
Squadron), 300, 533, 554,
559, 637
Liberty Lads, 248
Liberty Legion (superheroes),
285, 567
The Liberty Project, 194
Licensed Extra-Governmental
Interstellar Operatives Net-
work See L.E. G.I. O.N.
Lichtenstein, Roy, 524
Lieber, Stanley Martin See
Lee, Stan
Liebmann-Smith, Richard, 604
Liebowitz, Jack, 171, 205,
229, 298, 333, 432
tfl*
TH£ SUPBBHeiZO BOOK
Index
Liefeld, Dave, 15
Liefeld, Rob, 51, 202, 203,
335, 352, 423, 443, 481,
504, 505, 651, 652
Lt. Kellaway, 337
Lieutenant Marvels, 126
Life (magazine), 523, 638
Light Lass, 308
Lightning, 434, 564, 600, 602
Lightning Boy (superhero),
308, 309, 310, 318, 431,
432, 565, 568
Lightning Boy (comic book),
308
Lightning Girl, 429
Lightning Lad See Lightning
Boy
Lightning Lass, 308, 565
Lightning Lord, 565, 576
Lightning the Super Dog, 165
Lightray, 361, 571
Lightspeed, 389, 567
Lightstorm Entertainment,
655
Lignante, Bill, 378
L'ilAbner (comic book), 248
L'il Lobo, 313
Lil' Romeo, 471
Lilia (Team Action), 2
Lilith, 7, 591, 593
Limbo, 651
Lindbergh, Charles, 131
Lindsay, John, 237
Link, Adam, 404
Lionfang, 579
Liquid!, 400
Liquifier, 423
Lisa the Conjurer, 54
Lisaka, Yukako, 156
Liss, Ronald, 62
Listener, 90
Little Dot (comic book), 82,
249
Little Mermaid, 34, 567, 469
Little Rascals, 531
Little Wise Guys, 160
Little Witch Sally, 133
Liu, Lucy, 538
Live Wire, 310, 549, 565, 568
Living Doll, 603
Living Eraser, 23
Living Fuse, 42
Living Legends, 514
Living Mummy, 557
Living Weapon, 511
Lizard, 455, 451, 457, 578
Llyra, 476
Lobdell, Scott, 648
Lobisome (Iberia Inc.), 284
Lobo (comic book), 503
Lobo (superhero), 29,
310-313, 445, 549, 562,
590
Lobo the Duck, 590
Lobo Unbound (comic book),
313
Loch Ness monster, 362
Lockheed, 646
Lockley, Jake See Moon Knight
Loeb, Jeph, 484, 505
Loeb, Lisa, 460
Loesch, Margaret, 655
Logan, 625
Logan, Thomas, 626
Lois and Clark: The New Adven-
tures of Superman (TV
series, 1993-1997), 176,
307,542,548,552,635
Lois Lamebrain, 627
Lois Lane (comic book), 105
See also Lane, Lois
Lokar, 438
Loki, the God of Mischief, 46,
457, 487, 578, 598, 599
Lombard, Josephine, 323
London Night, 51
Lone, 169
Lone Ranger (action hero),
355, 495
The Lone Ranger (radio
series), 238, 511
The Lone Ranger (TV Series),
434
Lone Wolf and Cub, 20, 21,
22, 324
Long Tom, 181
Long, Xiao Bai, 189
Longbow Hunters, 237
Longshot (comic book), 503
Longshot (superhero), 171,
644, 653
Look (magazine), 172, 574,
637
Looker, 375
The Looter, 451
Lopez, Jose Luis Garcia, 177,
479
Lora, 539
Lord Chaos, 592
Lord Emp, 622
Lord Farnsworth, 285
Lord Hellspont, 622
Lord, Maxwell, 294, 297
Lord of Chaos, 297
Lord of the Plunderworld, 186
Lord Satanis, 551
Lord Weterlackus, 53
Lord Zedd, 343
Lori Petty, 584 (ill.)
Lorimar, 297, 548
Loring, Jean, 41
Lorne-Harvey imprint, 82
Lothar, 5, 355, 379, 493, 555
Lothos, 96
Louie the Lilac, 576
Louisville Times, 554
Love, Courtney, 406
Love Interests, 313-319
Lovejoy, Frank, 512
Lovely Soldier Sailor Moon,
132, 408, 411
Lovers, 91
Lowe, George, 439
Lowe, Rob, 105, 109
Lowery, Robert, 62, 509
Lowther, George, 525
Lubbers, Bob, 234
Lucas See Power Man
Lucas, George, 78, 147, 363,
405, 519
Lugosi, Bela, 434
Luke Cage See Power Man
Luke Cage, Hero for Hire, 358,
386, 387
Luke, Eric, 169
Luke, Keye, 508
Luminous One, 73
Lumbly, Carl, 9, 472
Luna (child of Quicksilver),
135,412,417
Lundgren, Dolph, 397
Lung, Khoo Fuk, 608
Lutefisk, Lannier, 53
Luthor, Lex, 297, 303, 308,
477, 478, 479, 482, 484,
485, 506, 509, 517, 540,
542, 544-546, 548-552,
573,575,576,579,586
Luthor, Lionel, 484
Lydecker, Howard, 129
Lydecker, Theodore, 129
Lykos, Dr. Karl, 658
Lyle,Tom,462
Lynch, John, 225
Lynde, Paul, 103
Lynne, Monica, 85
Lynx, 137
Lyrl Dox, 312
M
M, 648, 656
Ma Hunkle, 101, 532
Ma Parker, 64
Ma'alefa'ak J'onzz, 330
Maas, Stephanie See Critical
Maas
MacCorkindale, Simon, 328
MacDonald, J. Fred, 356, 511
Mace (superhero), 579
Mace, Jeff, 553
Macek, Carl, 150
Mach 5, 448, 449
Mach Go See Mach 5
Mach Go Go Go See Speed
Racer (animated series)
The Machine, 169
Machine, 488
Machine Man X-51, 458
Mack, Allison, 484
Mackie, John, 235
Mackle, Howard, 462
Mackley, Vic, 26
MacRae, David, 608
Macross, 38, 391
Macy, William H., 109
MAD About Super Heroes, 106
The MAD Adventures of Cap-
tain Klutz, 104
Mad Hatter, 67, 69, 574
MAD Magazine, 102, 106,
434, 501, 523
Mad Max, 583
Mad Mod, 576, 591
Madame Butterfly, 89
Madame Rouge, 188
Madame Satan, 556
Madara (animated series),
322
Madara (superhero), 321-322
Madara (video game), 322
Madara Project, 321
Mademoiselle, 627
Madhouse, 134
Madison, Julie, 59,316
Madman (comic book), 107,
323
Harvey Award, wins, 323
Madman #1, 1992
(Madman's debut),
322
Madman (superhero),
322-324
origin of, 322
Superman, partnership
with, 323
Madman Comics
(1994-2000), 168, 323
Madman Comics: The G-Men
from Hell (2000), 323
Madman Hullabaloo, 589
Madman/The Jam (1999), 323
Madmen, 578
Madripoor, 625
Madureira, Joe, 21
Magazine Enterprise, 356
Magda, 417
Mage, 324, 350, 504
Mageddon, 580
Maggia (crime cartel), 289
Maggin, Elliots., 526, 528,
541
Maggot, 644
Magic Boy (Sasoke), 18
TH£ SUPBBHeiZO BOOK
**
Index
Magic Knight Reyearth, 133,
413
Magical Armor Team, 408
Magicman, 434
Magik, 651
Magma, 651
Magnet Man, 491
Magneto, 47, 178, 416, 417,
518, 563, 569, 578, 612,
613, 626, 641, 644, 651,
654-659
The Magnificent Seven (1960),
241-242
Magno, the Magnetic Man,
427, 573, 574
Magnum Productions, 297
Magnus See Magneto
Magnus, Dr. Will, 340
Magnus, Robot Fighter, 134,
352, 434, 441, 589
Magnus, Robot Fighter, 4000
A.D. (superhero), 611
Maguire, Kevin, 295
Maguire, Tobey, 458, 460
Mahnke, Doug, 337
Mai, the Psychic Girl,
324-326
Mai, the Psychic Girl (comic
book), 20, 21, 22, 324
Maid of Steel, 510
Mailer, Norman, 414
Maizen, Craig, 109
Majin Souen, 322
Major Force, 118
Major Havoc Entertainment,
607-608
Major Maple Leaf, 368
Major Victory (comic book),
637
Major Victory (superhero),
559, 561, 636
Majors, Lee, 145
Majoy Libery, 559
Mak, Elim, 3
Maki Kuju, 325
Makkari, 571
Malcolm X, 523
Malebolgia, 444, 445
Maleev, Alex, 165, 505
Malefic, 330
Malibu Comics, 352, 365,
368, 393, 406, 493, 569,
589, 608
Malice, 207, 537, 568
See also Invisible Girl
Malory, Sir Thomas, 119
Malverne, Dick, 315, 489
The Man from Atlantis (1977),
34
Man from Atlantis (comic
book), 326
The Man from U.N.C.L.E., 363,
601
Man in Black Called Fate, 382,
556
Man of Bronze, 181
Man of Steel See Superman
Man of Steel (comic book),
425, 490, 553
Man of Steel (TV miniseries,
1986), 482, 486, 495
Man of the Atom, 42
Man of Tomorrow See Super-
man
Man of Two Worlds, 499
Man of War, 559
Man Ray, 467
Man versus machine, 134
The Man Who Laughs (1927),
61
Man Without Fear, 161, 510,
518
Man-Bat (comic book), 60
Man-Bat (superhero), 60, 70,
579, 590
Mandarin, 357, 577
Mandel, Howie, 548
Mandolin Entertainment, 427
Mandrake the Magician (movie
serial), 508
Mandrake the Magician (news-
paper comic strip), 377
Mandrake the Magician (radio
serial), 511
Mandrake the Magician
(superhero), 5, 355, 378,
379, 493, 512, 555, 569
Mandrake, Tom, 330
Mane, Tyler, 656
Man-Eating Cow (comic book),
602
Man-Eating Cow (superhero),
106
Man-Eating Monsters, 31
Manga, 324
Manga Entertainment, 38
Manga Shi 2000 (2000), 426
Manga! Manga! The World of
Japanese Comics, 20, 38
Mangog, 599
Manh,Xi'an Coy, 651
Manhattan, 507
Manhunter, 326-328, 470
Manhunter from Mars See
Martian Manhunter
Manhunters, 297, 373, 470
Maniaks, 405
Manimal (superhero), 328,
365
Manimal (TV series, 1983),
328
Manitou Raven, 477, 478,
479
Justice League of Ameri-
ca, member of, 295
Manly Wade Wellman, 88
Mann, John "Iron," 341, 530
Manor, Wayne, 64
Manosaur, 33
Manowar, 442, 558
Manphibian, 557
Manson, Marilyn, 593
Manta, 34
Manta and Moray, 492
Man-Thing (comic book), 334,
557,94
Man-Thing (superhero), 78,
557, 590
Mantis, 47, 358, 362
M.A.N.T.I.S. (TV series) 9
Mantlo, Bill, 28, 47, 351, 368
Mantra (comic book), 609
Mantra (superhero), 608, 610
Manuscript Press, 378
Man-Wolf, 557, 579
The Many Worlds of Tesla
Strong, 16
The Many Worlds of Tesla
Strong #1,17 (ill.)
Mapleville, 486
Marauders, 659, 660
Marc Spector, Moon Knight,
354
March, Forbes, 657
Marco of Mars, 442
Marcoux, George, 101
Marcus, 355
Margie, 91
Marina (Team Action), 2
Marine Boy, 494
Marine Marvel, 510
Mark (Battle of the Planets),
73
The Mark ofZorro (1920), 56,
61
Markovia, 374
Marksman, 568
Markstein, Don, 532
Marley, Bob, 406
Marlowe, Jacob, 622
Marrina, 11, 34
Marrow, 644
Marrs, Lee, 504
Mars (God of War), 440, 629
M.AR.S. Patrol, 441
Marsden, James, 655 (ill.),
656
Marshal Law, 416
Marshall, Judge Nicholas, 147
Marsters, Spike, 97
Marston, Dr. William Moulton,
499, 533, 628
Marten, Sasha See Hawk
Martian Manhunter (comic
book, 1998-2001), 330
Martian Manhunter (super-
hero), 297, 328-330, 357,
430-431, 432, 488, 510,
517, 563, 564, 568, 586,
587
Justice League of Ameri-
ca, founding member
of, 293
Martian Manhunter 1,000,000
(1998), 330
Martian Marvel, 510
Martin, Alan, 583
Martin, Don, 104, 434
Martin, George R. R., 513,
527
Martinex, 441
Martinson, Les, 632
Marubishi Trading Company,
325
Marvel See Marvel Comics
The Marvel Action Hour (ani-
mated series, 1994-1996),
208, 209-210, 465, 493
Marvel Action Universe, 457
Marvel Adventure Gamebooks,
526
Marvel Age (birth of), 333
Marvel and DC Present, 588
Marvel Boy (comic book), 331
Marvel Boy (superhero),
330-331, 333, 570
Marvel Bunny, 336
Marvel Comics, 174, 331-336
Atlas imprint (1950s),
333
bankruptcy, files for
(1996), 335
bankruptcy, recovery
from, 335-336
becomes a publicly trad-
ed company, 335
Captain America, cre-
ation of, 111-112,
115
Captain America, impor-
tance of, 332-333
comic books, begins
publishing, 332
comic books, nonsuper-
hero titles, 333
creation of, 230
DC Comics, competition
with, 332, 333
DC Comics, partnership
with, 334
Fantastic Four
superteam, introduc-
tion of, 333
to©
TH£ SUPBBHeiZO BOOK
Index
first superheroes, 332
Fleer and Toy Biz, merger
with, 335
genre publishing, 334
girls, comics for, 91
"Heroes Reborn" experi-
ment, 203
hires Stan Lee, 332
House of Ideas,
334-335
Independent News Co.,
deal with, 333
"Mangaverse" of, 21
Marvel Age, 333-334
Marvel Comics #1
(1939), 332
Marvel Enterprises, 458
Marvel Knights imprint,
197
Marvel MAX imprint, 9,
197, 388
Merry Marvel Marching
Society fan club, 334
name change (to Marvel
Comics), 333
New Universe of, 335
New World Pictures, pur-
chased by (1986),
335
Revlon, purchased by
(1989), 335
superhero comics, end
of after World Warll,
332-333
as Timely Comics, 332
as Timely Publications,
331-332
X-Men, success of, 95
Marvel Comics (comic book),
474, 476
Marvel Comics #1, 230,
332
Marvel Comics Presents, 340
Marvel Comics Radio Series
(1975), 208-209, 512
Marvel Comics Super Special,
405
Marvel Entertainment Group,
Inc. See Marvel Comics
Marvel Family (characters),
284, 518, 563, 567, 574
Marvel Family (comic book),
126, 567
Marvel Family Comics #89
(final Fawcett appearance of
Captain Marvel), 129
Marvel Feature, 23, 177, 178
Marvel Films, 209, 465
Marvel: Five Fabulous Decades
of the World's Greatest
Comics (1991), 28, 332,
518, 588
Marvel Girl, 318, 535,569,
580, 641, 654
Marvel Knights product line,
85, 87, 164, 331, 397
Marvel, Mary, 126, 128, 131,
336-337, 428, 488, 492,
518, 533, 534, 567, 585
Marvel, Mary fan club See
Mary Marvel fan club
Marvel MAX imprint, 9, 197,
388
Marvel Music line, 405
Marvel Mystery Comics, 91,
112, 332, 474, 475, 584
Marvel Premiere, 24, 287,
339, 353, 373, 405
Marvel Preview, 396
Marvel Productions, 165
Marvel Science Stories (period-
ical), 332
Marvel Spotlight, 228, 353,
364, 373, 464
Marvel Super Heroes (role-play-
ing game), 514
Marvel Super Special, 405
The Marvel Super-Heroes (ani-
mated series), 115, 208,
263, 289, 435, 455, 490,
578
Marvel Super-Heroes Contest
of Champions, 77, 588
Marvel Superheroes #12 (Cap-
tain Marvel's debut), 122,
441
Marvel Super-Heroes Secret
Wars (comic book), 82, 120,
335, 417, 424, 453, 463,
589
Marvel Team Up, 86, 119,
372,452,503,520,587
Marvel Two in One, 86, 207,
464, 587
Marvel Universe, 113, 136
Marvel Universe (comic book),
26-27
Marvel Universe (role-playing
game), 515
Marvel vs. DC, 589
Mar-Veil, 581
See also Captain Marvel
The Marveller, 457
Marvelman See Miracleman
Marvelman Special (1984),
347
Marvels, 194, 399, 487, 505
Marvin See Wonder Twins
Mary Jane, 621
Mary Marvel, 336-337
Mary Marvel fan club, 127
Mary Marvel #1, 337
The Mary Tyler Moore Show,
536
The Mask (comic book), 589,
493
The Mask (movie, 1994), 168,
338
The Mask (superhero), 36,
168, 313, 337-338, 529
The Mask (TV cartoon), 338
Maskarado (Filipino super-
hero), 284
Masked ManhunterSee Bat-
man (superhero)
Masked Raider (superhero),
332
Masked Rider, 321
Masker, 75
Mason, Joan, 92
Mason, Mark, 91
Mason, Rex See Metamorpho
Mason, Rick, 290
Mass Master, 389, 567
Massacre, 551, 580
Massara, Jim, 54
Massive Multiplayer Online
Role-Playing Games
(MMORPGs), 514
Master, 96, 179
Master Comics, 99, 124, 558
Master Key, 34
Master Man, 99
Master of Darkness See Bat-
man (superhero)
Master of Kung Fu (comic
book), 94, 334, 339, 358
Master of Kung Fu #17,
339 (ill.)
Master of Kung Fu (super-
hero), 286, 338-340, 358,
405, 582
Master of the Mystic Arts,
510, 563
Master of the World, 11
Master Planner, 451
Master Roshi, 191
Master Splinter, 593
Masterman, 285
Mastermind, 121, 659
Masters, Alicia, 206
Masters of Evil, 46
Masters of the Universe, 494,
515
Masterson, Eric, 599
Masterson, Scott, 607
Mastervile, 343
Mastodon (The Freedom Col-
lective), 284
Masuli, Pat, 117
Matheson, Maggie, 597
Matrix (DNAgents), 193
The Matrix, 22
Matrix movie trilogy, 134, 538
Matsumoto, Leiji, 391
Matsumoto, Reiji, 38
Matsura, Gwen, 226
Mattel, 110, 362, 589
Matter Master, 76
Matter-Eater Lad, 308, 568
Matthieson, Tim, 437
Maude, 536
Maul, 622
Maurer, Norman, 160
Mauser, Michael, 200
Mavis, 89
Max, 146
Max Mercury, 564
Maxima, 118, 549
Maxi-Man, 608
Maximoff, Pietro See Quicksilver
Maximoff, Wanda See Scarlet
Witch
Maximum, 15
Maximum CNG, 514
Maximum Press, 203
Maximum Press Comics, 562
Maximus, 210
Maxwell, Robert, 515, 544
The Maxx (comic book), 202,
275, 493
May, 621
Maya, 34
Mayer, Sheldon, 101, 229,
298, 499
Mayfair Games, 514
Mayflower, 561
Mazoku (demon), 321
Mazoujian, Chuck, 466
Mazzucchelli, David, 141, 164,
496, 503-504
McCallum, David, 146
McCamus, Tom, 657
McCarthyism, 527, 544
McCartney, Paul, 288
McCloud, Scott, 38
McClure, Marc, 546
McClure Syndicate, 539
McColm, Matt, 365
McCoy, Hank, 642
McCoy, Wilson, 378
McCracken, Craig, 391
McDaniel, Scott, 505
McDowall, Roddy, 64, 67, 576
McDowell, Malcolm, 583
McDowell, Scotty, 464
McDuffie, Dwayne, 9, 345,
390, 471, 607
McFarlane, Todd, 9, 22, 335,
348, 352, 405, 406, 415,
443-446, 453, 455, 463,
504, 505
See also McFarlane Toys
TH£ SUPBBHeiZO BOOK
*>l
Index
McFarlane Toys, 445
McG, 549
McGinnis, Terry, 67
McGrath, Derek, 147
McGregor, Don, 8, 85, 193
McGuiness, Ed, 505
McGuire, Don, 509
McGuire, Ginger See Sky Girl
(superhero)
McKean, Dave, 614
McKellen, Ian, 358
McKenzie, Anne, 10
McKenzie, Brook, 328
McKenzie, Leonard, 474
McLaurin, Marcus, 388
McLean, A. J., 471
McLeod, Bob, 390, 650
McMahon, Ed, 297
McNider, Charles, 529
McTaggart, Moira, 648, 650
MC-2, 184
Meachum, Harold, 286
Meadowlark Lemon, 105
Meatball, 160
Mecha (comic book), 169
Mecha (superhero), 571, 581
Media Blasters, 322
Medi-Lab, 507
Medley, Linda, 184
Medusa (Fantastic Four), 207,
564, 569
Mega Bands, 581
Mega City, 441
Mega Man, 369
Megacity One, 515
Megami, A-ko, 392, 393
Megaton (comic book,
1983-1986), 75, 373, 415
Megaton #4 (first comic
book reference to
AIDS), 423
Megaton Comics, 373
Megaton Comics Explosion
(Youngblood's debut, June
1987), 202
Megaton Man (comic book),
416
Megaton Man (superhero),
106
Megazord, 343
Meggan (shapeshifter), 120,
645, 646, 647
Mego Toy, 96
Melkart (Iberia Inc.), 284
Melt Man, 493
Meltdown, 651
Melter (villain), 289
Meltzer, Brad, 237
Melville, Herman, 246
Memento (movie), 68
Men in Black, 352
Men in Black (movie), 494,
603, 609
Men of Mystery (comic book),
2
Men of Mystery Spotlight Spe-
cial #1, 233 (ill.)
Menorah Man, 359
Menthor, 434, 570, 600, 601
Mento, 187, 188
Mentor, 128, 130
Mephisto, 164, 417, 436,
437, 578
Mera, 30, 31, 32, 317, 491,
535
Mer-Boy, 32, 629
Mercurio, 341
Mercury (Metal Men), 340,
567,627
Meredith, Burgess, 64, 70,
576
Meriwether, Lee, 64, 141
Merlin (Captain Britain Corps),
119
Merlin (Freedom Force), 290,
492
Mermaid Man, 494
Merman, 629
Merrill, Dr. Elizabeth, 326
Merry Marvel Marching Society
(M.M.M.S.), 334
Merry, Girl of a Thousand Gim-
micks, 428, 533
Merryman, 103, 570
Merrywether, David, 139
Meskin, Mort, 470, 615, 616
Messick, Don, 437
Metal Men (comic book), 103,
501
Metal Men #48, 340
(ill.)
Metal Men (superheroes),
173, 340-341, 373, 535,
567, 576, 587
Metallix, 353, 581
Metallo, 484, 548, 550, 551,
576
Metallus, 438
Metalman, 324
Metamorpho, 173, 297, 318,
341-342, 372, 374, 375,
565, 569, 570
Justice League of Ameri-
ca, member of, 294
Metamorpho the Element Man
(comic book), 103, 501
Metamorpho the Element Man
(superhero) See Metamor-
pho
Metcalf, Curtis, 346
Metcalf, Mark, 96
Meteor Man (Hanna-Barbera),
246, 491
Meteor Man (movie), 9, 108
Meteor Man (Spider-Man vil-
lain), 451
Meteor Martin, 442
Meteorix (Mexican superhero),
284
Metron, 571, 572
Metropolis (city) 8, 309, 433,
486, 506, 540, 544, 548,
550, 551, 553, 554, 579,
581
Metropolis (1949), 36
Metropolis (2003-2004), 372
Metropolis Marvel, 550
Metropolis Symphony (orches-
tral work), 545
Metropolis, Illinois, 486
Meugniot, Will, 157, 193, 350,
656
Meyer, Dina, 56, 78
Meyers, Barry, 484
Meyers, Richard S., 526
M.F Publications, 434
MGM, 400, 458
Mia Koji, 409
Michaels, Lome, 548
Michaels, Marian See Butterfly
Michelangelo, 595
Michelinie, David, 47, 289,
453, 463, 526
Mickey Mouse, 605
Micronauts (comic book), 111,
502
Microwave Man, 551
Micro-World (Fantastic Four),
206
Middleton, Ray, 522
Midnight, 5, 553
Midnight Eye Goku, 38, 148,
190
Midnight Man, 354
Midnighter, 44, 369, 569
Midway City, 485
Midwood, 600
Mig-4 (The Freedom Collec-
tive), 284
Might Man and Yukk, 492
Mightor (superhero), 246, 438
Mighty Atom See Astro Boy
Mighty Comics, 36
Mighty Crusaders (comic
book), 560
Mighty Crusaders
(superteam), 36, 434, 569
Mighty Diner Straw (villain),
603
Mighty Heroes, 102, 491
Mighty Lad, 483
Mighty Man, 75, 416
Mighty Midget Comics, 100
Mighty Moppet, 179
Mighty Morphin' Power
Rangers: The Movie (1995),
343
Mighty Morphin' Power
Rangers (superheroes), 19,
343-344
Mighty Morphin' Power
Rangers (TV series), 73,
343, 344 (ill.)
Mighty Mouse (animated
series), 102
Mighty Mouse (superhero),
101-102
as Super Mouse,
221-222, 222 (ill.)
Mighty Mouse Playhouse, 490
Mighty Mouse: The New Adven-
tures, 493
Mighty Thor (animated series),
490, 654
Mighty Thor (superhero) See
Thor
Mighty World of Marvel, 120
Mignola, Mike, 22, 34, 168
Miguel, 116
Mihura (Triada Vertice), 284
Mil Mascaras (Mexican super-
hero), 284
Milan, Victor, 527
Milestone Comics, 85, 368,
488, 494, 565
Milestone Heroes, 344-346
See also Bang Babies,
The Blood Syndicate,
Hardware, Icon, Kobalt,
Shadow Cabinet, Stat-
ic, Xombi
Milestone Media, 9
Milestone Medic, 344
Military Comics, 88, 356, 466,
559
cancellation of, 89
Military Comics #1
(Blackhawk's debut),
88
Milk and Cheese, 106
Millar, Mark, 44, 48, 645
Millar, Miles, 460
Millard, Bill, 468
Millard, Joe, 132, 186
Millennium, 327, 368, 571
Millennium City, 17, 488
Miller, Frank, 21, 22, 51, 60,
87, 269, 106, 141, 162,
164, 166, 196, 197, 287,
324,335,350,389,396,
403, 419, 442, 445, 496,
503-505, 520, 589, 625
Miller, Jason See Patriot
10*
TH£ SUPBBHeiZO BOOK
Index
Miller, John J., 527
Miller, Len, 347
Miller, Mark Thomas, 108
Miller, Miles, 484
Miller, Pete, 627
Millie the Model, 91, 333
Milligan, Peter, 504, 520, 614,
653
Millionaire, Tony, 106
Mills, John, 184
Mills, June See Mills, Tarpe
Mills, Tarpe, 137, 348, 499,
532
Millwood-Tower, 600
Milo (dog), 338
Minami, Johji, 596
Minami, Yuko, 606
Ming the Merciless, 379, 493
Minute Man, 99, 100
Minute Man (The Specials),
109
Minute Mouse, 102
Minute-Man (Master Comics),
558, 568, 637
Miracle Comics (1940-41),
440
Miracleman (comic book),
193, 348, 368
Miracleman #1 (Miracle-
man's debut), 347,
347 (ill.)
Miracleman (superhero), 127,
346-348
Miracleman Apocrypha
(1991-1992), 348
The Miracleman Family
(1988), 348
Miracleman 3-D, 348
Miraclo Pill, 517
Mirage Press, 105
Mirage Studios, 592, 595,
651
Mireault, Bernie, 323
Mirror Master, 478, 575
MIRVSee Multi-purpose Inter-
cept/Reconnaissance Vehi-
cle
Misfits of Science, 105, 108
Ms. (magazine), 524, 630
Miss America (comic book),
136
Miss America (superhero), 91,
417, 533, 559, 566, 585,
637
in All-Winners Squad,
284
in Liberty Legion, 285
Miss Ayumi, 392
Miss Fury (comic book), 349,
499
Miss Fury (superhero), 91,
137, 348-349, 532, 637
as first costumed super-
heroine, 348
origins of, 349
Ms. Indestructible, 109
Ms. Keane,391
Miss Liberty, 560
Ms. Marvel, 123, 354-355,
554, 644
Ms. Marvel #1, 354 (ill.)
Ms. Mystic, 351
Miss Masque, 2, 534
Miss Patriot, 559
Miss Victory, 2, 534, 559,
567, 637
Miss World USA, 536, 634
Mist, 470, 574
Mr. A (comic book), 501
Mr. A (superhero), 185, 554
Mr. America, 559, 637
Mr. Atom, 574
Mr. Banjo, 126
Mr. Blaze, 578
Mr. Carrion, 468
Mister Conan, 341
Mr. Element, 575
Mr. Fantastic, 5, 94, 205-210,
246, 317, 389, 494, 507,
518, 524, 564, 567, 577
Mr. Fear, 162
Mr. Fish, 34
Mr. Fission, 42
Mr. Freeze, 64, 65, 67, 69, 70,
576
Mr. Furious, 105, 109, 168
Mr. Gum, 324, 564
Mister Hyde, 598
Mr. Immortal, 48
Mr. Inflate), 494
Mr. Justice, 35
Mr. Keeper, 232
Mr. Majestic, 622
Mr. Mask, 75
Mr. Midas, 331
Mr. Midnight, 108, 468
Mr. Mind, 126, 131, 574
Mister Miracle (comic book),
93, 175, 361, 362, 363
Mister Miracle (superhero),
297, 362
Justice League of Ameri-
ca, member of, 294
Mr. Mix-it-Up, 74
Mr. Mom (1983), 60
Mr. Murder, 100
Mr. Mxyzptlk, 478, 484, 517,
545, 548, 549, 550, 551,
574, 576
Mister Mystery, 382
Mr. Mystic, 466
Mr. Mystic, 556
Mr. Neptune, 33
Mr. Night, 337
Mr. Nobody, 466
Mr. O'Hoolihan, 507
Mr. Scarlet, 99, 336, 428,
585
Mr. Silke, 164
Mr. Sinister, 580, 644, 655,
659
Mr. Tawky Tawny, 101, 126,
131
Mr. Terrific (superhero), 107,
523, 566
Justice Society of Ameri-
ca, 299
Justice Society of Ameri-
ca, member of, 298
Mr. Terrific (TV series), 103,
107, 109 (ill.), 434
Mister Thin, 180
Mr. Twister, 590
Mr. Walker See Phantom
Mr. White, 622
Mr. Who, 573
Mr. Zero, 69, 576
Misty Magic, 471, 492
Misty Night, 358
Mitchell, George, 107
Mitchell, Kel, 109
Mitchell, Mary, 288
Mitsuo, Andou, 457
Mixon, Laura J., 527
Miyazaki, Mai, 34
Mizuno, Ami, 412
M.J. See Watson, Mary Jane
Mjolnir, 581, 598
MU Publications, 27, 34, 230,
231, 574, 584, 636, 637
See also Archie Comics
M.M.M.S. See Merry Marvel
Marching Society
(M.M.M.S.)
MMORPGs See Massive Multi-
player Online Role-Playing
Games
Mobile Suit Gundam, 20, 22,
37, 391, 408, 597
Mobius Chair, 572
Moby Dick, 438
Moby Dick and the Mighty
Mightor (animated series),
246
Mockingbird, 77, 317
Modok, 114
Moebius, 437
Moede, Titus, 107
Moench, Doug, 182, 339,
353, 354, 358
Mohr, Gerald, 129, 208
Mojo (Dazzler villain), 171,
653
Mojo Jojo, 391
Moldoff, Sheldon, 57, 132,
499
Mole Man, 206, 577
Molecule Man, 577
Molina, Alfred, 460, 525
Moll, Richard, Two-Face, 67
Moltar (Space Ghost Coast to
Coast), 246, 438, 439, 441,
578
Molten Man, 451
Monarch, 250
The Monarchy, 441
Mondo, 570, 649, 656
Mon-EI, 308, 517
Monet, 649
Mongoose Publishing, 515
Mongul (villain), 297, 551
Monk, 181, 406
Monkees (music group), 103,
404
Monkees (TV series), 404
Monkey King, 189
Monkeyman and O'Brien, 107
Monkton, Lou, 424
Monogram Pictures, 422
Monolith, 197
Monroe, Vaughan, 227
Monsieur Machine, 90
Monsieur Mallah, 188
Monstadt (villain), 322, 323
Monster of Frankenstein, 557
Monster Society of Evil, 567,
574
Montalban, Ricardo, 633
Monte Hale Western, 337
Montez, Yolanda, 138
Montgomery, Belinda J., 326
Mook the Moon Man, 440
Moon Girl, 534
Moon Knight (comic book),
353, 340, 503
Moon Knight (superhero), 47,
169, 287, 353-354, 388,
423, 557
Moon Princess Serenity, 412
Mooney, Jim, 179,386
Moonrider, Mark, 362, 571
Moonstar, 651, 653
Moonstone, 378
Moore, Alan, 4, 15, 29, 36,
107, 120, 145, 175, 193,
203, 324, 347, 351, 368,
394, 395, 420, 423, 441,
445, 469, 488, 504, 532,
560, 562, 611, 613, 618,
619, 623, 624, 645
retirement of, 18
Moore, Ray, 377
TH£ SUPBBHeiZO BOOK
*>3
Index
Moore, Steve, 16, 17
Moore, Wilfred G., 131
Moorehead, Agnes, 421
Moorhead, Ja'nelle, 226
Moosler, 443
Morales, Rags, 84
Moran, Elizabeth, 449
Moran, Mike See Miracleman
Moray, 34, 74
Morbius the Living Vampire
(superhero), 227, 457, 557,
579
Mordillo, 339
Mordru the Merciless, 296,
309, 310, 576, 579
More Fun Comics, 171, 446,
447, 480-483, 553
More Fun Comics #55
(Dr. Fate debuts, May
1940), 188
More Fun Comics #73
(Green Arrow's debut,
1941), 30, 236
Morgan Edge, 549
Morgan, Joe, 40
Morgan, Tom, 390
Morisi, Pete "PAM," 144
Moriyama, Yuji, 393
Morlocks, 644, 655, 659
Morning, Lori, 180
Morningstar, 565
Moroboshi, Dan, 606
Morph, 655
Morpheus See Sandman
Morris, Howard, 130, 296
Morrison, Bill, 53, 54
Morrison, Bret, 421
Morrison, Grant, 188, 331,
335, 445, 504, 562, 614,
645
Morrison, Robbie, 45
Morse, Bobbi, 77
Morton, Mickey, 296
Morton, Philip, 210
Morton, Wayne, 209
Moss, Carrie-Anne, 538
Mother Askani, 647
Mother Box, 553
Mothergod, 612
Motion Picture Funnies Weekly,
474
Motorhead, 169
Motown Animation, 345
Mott (Madman's sidekick),
323
The Mouse of Tomorrow (the-
atrical short cartoon), 221
Mouse Man, 629
MOVIC Studio, 322
M-78, 606, 607
MTV, 505
MTV Oddities, 493
Mudpack, 70
Mulcahy, Russell, 422
Mulder, Fox, 382
Mullaney, Jim, 288
Multi Man (The Impossibles),
245-246, 491, 492
Multi-Man (villain), 142
Multi-purpose
Intercept/Reconnaissance
Vehicle (MIRV), 622
Mundi, Rex, 609
Murder Master, 421
Murdock, Matt, 161, 162,
164, 165, 166, 196, 319,
496, 507, 519, 529, 531
Murdock, Mike, 162
Murmur, 11
Murphy, Ben, 146
Murphy, Eddie, 525
Murphy, Howard, 296, 296
(ill.)
Murphy, Jeff See Vortex
Murphy, Kevin Andrew, 527
Murray, Bill, 105, 209
Murray, Will, 182
Mushi Productions, 37
Musketeer, 356
Mussolini, Benito, 139
Mutant Liberation Front, 651,
652
Mutant X, 656, 657
Mutants and Masterminds,
514
Muthalode Morning Mungpie,
627
Mutual, 511, 512
Mutual Network, 543
Mutual Radio, 131
MVCreations, 406
My Greatest Adventure, 568
My Greatest Adventure
#80 (Doom Patrol
debuts, 1963), 187
My Love Secret, 382
My Romance, 333
My Secret Identity, 147
Myrmidon Press, 514
Myrtle, 52
Mysta of the Moon, 440
Mysteries of Unexplored
Worlds, 530
Mysterio, 451, 455, 457, 578
Mysterious Traveler, 382, 556
Mystery Comics, 199
Mystery in Space (comic
book), 3, 103, 440, 441,
500
Mystery Men (movie, 1999),
105, 109, 168
Mystery Men Comics (1939),
440
Mystery Men Comics #1
(Blue Beetle's debut),
92
Mysterymen Stories, 105, 168
Mystic Comics (comic book),
559
Mystic Comics (company), 359
Mystique (comic book), 51,
369
Mystique (superhero), 355,
646, 656, 657, 658
The Myth of 8-0pus
(2000-2001), 185
u
Nabors, Jim, 130
Nabu, 188, 189
Nadeshiko, 133
Nagai, Go, 20, 156
Nagasaki, 42
Nagata, Toshio, 134
Naiad, 34
Naish.J. Carroll, 61, 509
Nakayoshi (magazine), 133,
411
The Naked Truth, 635
The 'Nam, 396, 502
Namor (comic book), 476
Namor See Sub-Mariner
Namora (comic book), 91, 534
Namora (superhero), 92, 475,
476
Namorita, 32, 92, 476, 570
Nancy (Shazzan), 246
Napier, Alan, 62
Narya, 10
Natchios, Elektra See Elektra
National, 466
National Allied Publications,
171, 544, 545
founding of, 229
See aiso DC Comics
National Comics (company)
See DC Comics
National Comics, 83
National Comics #1, 558
National Lampoon, 104
National Periodical Publica-
tions, 175
National Public Radio, 563
National Publications, 413
Native-American superheroes,
84, 158, 225
Natte Ravnen (Danish super-
hero), 284
Nauck, Todd, 313
Naval Underwater Center, 326
Nazi Baron Zemo, 46
Nazis in comics, 30, 53, 46,
74,80,84,87,111,113,
132, 139, 160, 231, 327,
330, 332, 349, 627
Neal Adams: The Sketch Book
(Schumer and Spurlock),
502
See a/so Adams, Neil
Neary, Paul, 44, 120
Nebula M-78, 605, 606
Ned, 507
Negative Man, 187, 188, 569,
614
Negative Woman, 188
Negative Zone (Negative
Zone), 123, 206, 507
Negro Heroes, 5
Negro Romance, 5
Neill, Noel, 307, 484, 509,
543, 544, 546
Nekai, Mikku, 132
Nekoboh, Roman, 170
Nelson, 559
Nelson, Cramer, 189
Nelson, Franklin "Foggy,"
161-162, 164, 496
Nelson, Greer, 135
Nelson, Kent, 188, 189
Nelvana of the Northern
Lights, 122
Nelvana Studios, 134
Nelvanna (Eskimo goddess),
10
Nemesis, 434
Nemesis: A Perfect World, 514
Neopolis, 488
Neptina, 248
Neron, 313, 580
Netherworld, 598
Neue Constantin Productions,
209
Neuman, Alfred E., 104
Neutrina See Ultra Girl, 2
Neville Ned, 602
Nevlus, Craig J., 209
New Adventure Comics, 171
The New Adventures of Batman
(1977), 56, 60, 65, 492
The New Adventures of Batman
and Robin (movie serial,
1949), 58
The New Adventures of Speed
Racer (animated series,
1993), 449
The New Adventures of Super-
boy, 180
The New Adventures of Super-
man (animated series,
1966-1967), 434-435,
482, 483, 545
H*
TH£ SUPBBHeiZO BOOK
Index
The New Adventures of Wonder
Woman (TV series), 96, 634
New Android Casshan, 135
NewAttilan,487
New Batman/Superman Adven-
tures (animated series,
1997-1999), 56, 67, 367,
403, 493, 549
New Comics, 171
New Cutey Honey (video), 156
New Deal, 418
New England Comics, 106,
493, 602
The New Fantastic Four (ani-
mated series, 1978), 207,
209, 492
New Fat Albert Show, 471
The New Frontier, 143
New Fun #1 (first completely
original comic book), 171,
229
New Genesis, 361, 362, 487,
571
New Gods (comic book), 93,
175, 361, 363, 498
New Gods #10, 362 (ill.)
New Gods (superteam), 330,
361-363, 549, 571, 572,
599
New Gods/Orion, 363
New Gotham, 79
New Guardians (comic book),
368
New Guardians (superteam),
571
New Legendary Armor Samurai
Troopers, 408
New Line Cinema, 131
"New Look" movement (DC
Comics), 69
New Men, 202
New Metro, 297
New Mighty Atom, 38
New Mutants (comic book),
202,335,354,369,503,
570, 644
New Mutants (superteam),
359, 390, 649, 650, 651,
652, 653
New Regency Enterprises, 166
The New Scooby-Doo Movies
(animated series,
1972-1974), 64, 246, 477
Batman and Robin on,
645
New Teen Titans (comic book),
374, 526, 592
New Teen Titans (superteam),
359, 366, 567, 588
The New Titans, 592
New Treasure Island, 36
New Type (magazine), 597
New Universe (Marvel), 335,
388
New Warriors (comic book,
1990), 331, 369, 370, 390,
476, 570
New Warriors (superteam), 32,
331, 359, 370, 390, 530
New Wave, 194
New World Entertainment,
209, 458, 465
New World Pictures, 397
New X-Men (comic book), 369
New York City, 422, 423, 426,
433, 487, 503, 507, 508,
527,572,576,578,585,
591, 622, 638, 654, 659
New York University, 328
New York World's Fair, 522
New York World's Fair Comics
#1 (Sandman's debut, April
1939), 229
Newbern, George, 549
Newell, Mindy, 631
Newell, Walter, 33
Newman, David, 545, 546
Newman, Leslie, 546
Newman, Paul, 240
Newmar, Julie, 64, 68, 141,
316, 535
Newsboy Legion and Guardian,
362,428,572
Newsom, Ted, 458
Newton, Don, 378
Newton, John Haymes, 482,
483, 484
Newton-John, Olivia, 436
The Next Men, 167,568
Nexus (comic book), 168,
350, 504
Nexus (superhero), 52, 442
Nexus the Living Corporation,
331
Nicholas, Charles, 92, 385
Nicholson, Jack, 61, 66, 70
Nicieza, Fabian, 369
Nick Fury (agent of
S.H.I.E.L.D.), 334,
363-364, 464, 520, 528,
569, 570, 572, 581
Nick Fury, Agent of S.H.I.E.LD.
(comic book), 104, 357, 502
Nick Fury, Agent of
S.H.I.E.LD. #4, 363
(ill.)
Nick Fury, Agent of S.H.I.E.LD.
(TV movie), 364
Nickel Comics, 99
Nickelodeon, 492
Nieto, Jose R., 528
Night Man (comic book), 365
Night Man (superhero), 365,
608, 609
Night Man "Infinity" #0
(relaunch of Night Man), 365
Night Man vs. Wolverine
(1995), 365, 609
Night Man/Gambit, 365
Night Owl See Natte Ravnen
Night Thrasher, 331, 370, 570
Nightcat, 405
Nightcrawler, 95, 120, 358,
563, 567, 569, 643, 646,
654, 657
Nighteyes, 466
Nightfall See Phantom Lady
Nighthawk, 77, 178, 571
NightMan (TV series), 365,
610
Nightmare (Dr. Strange novel),
184
Nightmask, 335
Nightshade, 118, 144, 434
Night-Slayer, 70
Nightveil See Phantom Lady
Nightwing (comic book), 367
Nightwing #41, 366 (ill.)
Nightwing (superhero), 49, 60,
67, 72, 78, 318, 365-367,
375, 403, 429, 430, 488,
496, 506, 510, 518, 531,
570, 572, 580, 592, 593
See also Robin the Boy
Wonder
NightWoman, 365
Nihei, Tsutome, 22
Nikki, 441
Niles, Steve, 445
Ninja High School, 21
Ninja Turtles: The Next Muta-
tion (TV series), 595
Ninth Men, 488
Nishijima, Katahiko, 393
Nishio, Daisuke, 190
Nite Owl, 571
Nitro, 123, 124
Nitron, 76
Niven, Larry, 608
Nixon, Richard M., 28, 627
NM-E, 608
No Zone, 493
Noa, 597
Noble, Peter, 32
Nocenti, Ann, 164, 464
Nocturna, 70, 316
Noddy, 40
Nodell, Mart, 239
Noh-Varr, 331
Noir, 622
Nolan, Christopher, 68
Nolte, Nick, 580
Nomad, 113, 560
No-Man, 434, 570, 600, 601
Nomoz, 49
Nomura, Kazufumi, 393
Normalman, 105, 423
Norrin Radd See Silver Surfer
Norris, Jack, 178
Norris, Paul, 30
Norriss, Barbara See Valkyrie
Norse, 598
Norse God of Thunder, 511
Northguard, 122
Northstar (comic book), 368
Northstar, 10, 11, 359,
367-369, 567
homosexuality and, 10,
359, 367-369
Northwind, 300, 570
Infinity Inc., member of,
300
Northwinds, 76
Norway, 598
Not Brand Echh, 104, 452,
501
Not-Ready-for-Prime-Time Play-
ers, 520
Nova (comic book), 369, 425
Nova (superhero), 369-370,
430, 570
Nova, Cassandra, 645
Nova Omega, 370
Nova Roma, 651
Nova, the Energy-Being That
Walks Like a Woman, 200
Nova the Human Rocket See
Nova (superhero)
Nova, The Human Rocket
(comic book), 370
Now Comics, 38, 238, 449,
504
Nowland, Kevin, 16
N.O.W.H.E.R.E.,614
Noxon, Marti, 98
Nubia, 630
Nuckols, Bill, 296, 296 (ill.)
Nuclear Man, 488
Nuclear war
fear of post-World War
II, 232-233
superheroes address
the subject of, 233
Nukla (Dell Comics), 42, 117,
434
Nukla, 42 (ill.)
Nuklon.300,301
Infinity Inc., member of,
300
See also Atom Smasher
Nutri-Man, 374
Nyro-Ka, 121
TH£ SUPBBHeiZO BOOK
7(>5
Index
Oaks, Darren, 122
O'Barr, James, 351, 557
Oberon (superhero), 297, 362
O'Brian, Beth, 607
O'Brian, Eel, 383
O'Brien, Dave, 132
O'Brien, Judith, 621
Obsidian, 563
Green Lantern's child,
300
Infinity Inc., member of,
300
Ocean Group, 408
Ocean Master, 32, 576
O'Connell, Jerry, 147
Octavius, Otto, 460, 461
Octopus, 468
Octopus Man, 33
Odin, 487, 495, 581, 598,
600
O'Donnell, Chris, 67,367,
401, 403
O'Dowell, Duke, 248
Oedipus, 603
Oedipus Wrecks (band), 311
Office of Scientific Information
(OSI), 145
O.G.R.E.,492
O'Halloran, Jack, 546
O'Hara, Miguel See Spider-
Man
Ohata, Koichi, 22
Oike Gallery, 426
Oja, Kim 297
Okawa, Nanase, 132,
133-134
Okazaki, Minoru, 190
Oksner, Bob, 337, 489
Olaf (Blackhawks), 88, 90
Old Glory, 558
Oleson, George, 378
Oliver Queen, 554
Olivetti, Ariel, 48
Olsen, Jake, 600
Olsen, Jimmy, 362, 371-372,
429,495,509,512,517,
540, 543, 544, 546, 548,
549, 554, 564, 572, 586
See also Jimmy Olsen,
Superman's Pal Jimmy
Olsen
Olson, James S., 560
Olympus, 530
OMAC: One Man Army Corps,
94, 442
Omega (Tekkaman Blade), 597
Omega Flight, 11
Omega Men #3, 311
Omegatron, 178
Omni Comix #3, 602
Omnipotus the Eater of Plan-
ets, 603
Omniverse, 119, 121
On Kai Yoma (villain), 322
O'Neal, Shaquille, 9,471,
472,473
One-Hit Wonders, 372-374
O'Neil, April, 595
O'Neil, Dennis, 48, 60, 366,
388, 525, 527, 535
O'Neil, Denny, 7,25,26, 70,
94, 144, 174, 237, 240,
287, 290, 294, 422, 503,
541, 587, 629
O'Neill, Kevin, 16
Oni Press, 107
Only You, 393
Onslaught, 645
Onyx, 471
Oolong, 191
Oracle (superhero), 56, 72,
78,80,295,318,485,
488, 496, 506, 530, 531,
570
Orb (Ghost Rider villain), 228
Orb of Ra, 341
Orbital Ring, 597
Orca, 70
The Order, 520
Order of St. Dumas, 49
Ordway, Jerry, 1, 18, 48, 100,
128, 300, 504, 518
Origin, 626, 643
The Original Black Cat
(1988-1992), 82
Original Video Animation
(OVA), 22, 135, 391, 393,
408, 596, 597
Origins of Marvel Comics
(1974), 419
Orion, 361, 363, 571
Justice League of Ameri-
ca, member of, 295
Orka the Human Killer Whale,
476
Orlando, Joe, 174, 175, 497
Ororo Monroe, 642
Orphan, 653
Orr, Corinne, 448, 449
Ortiz, Phil, 54
Osborn, Amberson, 461
Osborn Chemical, 461
Osborn, Harry, 430, 451, 460,
462, 620
Osborn, Norman, 461, 462,
463
See also Green Goblin
Osborro, Harry, 621
O'Shea, Shane, 102
Ostrander, John, 78, 288,
330, 351
Otagi Cartoon Calender, 37
Otaku no Video, 393
Otherworld, 119, 120, 121
Otis, 546
Otomo, Katsuhiro, 20, 22
O'Toole, Annette, 484, 546
O'Toole, Peter, 546
Otsuka, Eiji, 322
Ott, John, 393
Oubliette, 331
Our Army at War, 5, 500
Our Gang, 5, 509, 543
Out (magazine), 597
Out of the Vortex, 169
Out There, 21
The Outer Limits, 605
Outsiders (comic book), 342,
375
Outsiders (superheroes), 60,
342,359,367,373,
374-375, 569, 570, 580
OVA See Original Video Anima-
tion
Ovaltine, 131, 132, 511, 512
Overgard, William, 160
Overlord, 416, 601
Ovulator, 494
Owens, Gary, 246, 437
Owl, 2, 76, 82, 162, 315, 578
Owl Girl, 76, 315, 534
Owl-gun, 76
Owsley, James C, 287, 387,
388
Ox, 162
Oz, 97
Ozymandias, 619
Pacheco, Carlos, 48
Pacific Comics, 1, 170, 347,
350, 406, 504
Pacific Presents, 406
Page, Bettie, 234, 381, 407
Page, Karen, 161-162, 164,
319, 496
Page, LaWanda, 108
Page, Linda, 61
Pal, George, 182
Palais, Rudy, 89, 186
Palisades Park (amusement
park), 523
Palladium Books, 595
Palladium Games, 513, 514
Palmer, Diana, 317, 377
Palmer, Ray, 41
Pan, 191
Pandra and the Magic Serpent
[White Snake Enchantress),
18
Pang, Joanna, 290
Pantha, 138, 592
Panthea, 138
Panther See Black Panther
Panther Man, 574
Paper drives (World War II),
comics books used in, 232
Paper Man, 629
Papp, George, 236
Paquette, Yanick, 17, 48
Paquin, Anna, 655 (ill.), 656
Parable (1988), 437
ParaDemons, 478
Paradise, 627
Paradise Island, 487, 628,
629, 633, 635
See also Themyscira
Paradise X (2002-2003), 124
Paragon Publications, 1
Paramount Pictures, 380, 543
Parasite, 541, 549, 550, 551,
576
Park, Ray, 288, 656
Parker, Ben, 450, 451, 454,
460
Parker, Bill, 125, 128
Parker, Charley, 76
Parker, Mary Jane See Watson,
Mary Jane
Parker, Mary, 450
Parker, May See Aunt May
Parker, May "Mayday" See Spi-
der-Girl
Parker, Peter, 25, 43, 82, 95,
317, 372, 406, 454-456,
458, 460-463, 466, 487,
496, 507, 519, 554, 565,
580, 620, 621
See also Spider-Man
Parker, Richard, 450
Parsons, Roger See Golden
Arrow
Pasko, Martin, 200, 457
Pat Parker, War Nurse, 533
Pataki, Michael, 456
Patriot, 400, 553, 559
Liberty Legion, member
of, 285
Patriot, Pat, 334, 559, 637
Patsy [Captain Midnight), 131
Patsy Walker, 91, 333
Patten, Fred, 20, 38
Patterson, Ray, 115, 455, 654
Patterson, Shirley, 61
Patton, Paul, 554
Paul, Don Michael, 458
Paul the Samurai (comic
book), 602
Paul the Samurai (superhero),
603
Paul, Victor, 571
<|0b
TH£ SUPBBHeiZO BOOK
Index
Paulin, Scott, 116
Paulsen, Rob, 603
Pavane, 340
Payne, Ralph See Arrow
Payton, Will, 470
Peacemaker, 144
Peake, Bob, 353
Pearl Harbor, 172, 231, 533,
567, 574
Pearson, Bill, 601
Pederson, Illinois, 399
Pee Wee (Little Wise Guys),
160
Peecolo, 532
Peel, Emma, 535
Peevy, 406
Pee-wee's Big Adventure, 60
Penalizer, 54
Penance, 649, 650
Penguin (villain), 57, 64-66,
68-70, 402, 574-576
Penn, Leonard, 62, 509
Penny, 384
Pennyworth, Alfred See Alfred
the Butler
Penthouse, 602
Pep Comics, 27, 35, 558
Pep Comics #1 (Shield's
debut), 231, 636
Percival Popp the Supercop,
447
Peregrine, 77
Perelman, Ron, 335
Perez, George, 47, 48, 294,
366, 503, 505, 588, 590,
592, 609, 630
Perlin, Don, 353
Perlman, Ron, 67,210
Perrine, Valerie, 546
Perry, David, 325
Perry, Fred, 21
Perry, Luke, 96
Pershing, Diane, 290
Pertwillaby, Lancelot, 554
Pet Fly Productions, 147
Peter, Harry G., 629
Peter Pan Records, 32
Peter Parker: Spicier Man, 454,
455, 462
Peter Parker: The Spectacular
Spider-Man, 452
Peter Porker, Spider-Ham, 452
Peter Porker, The Spectacular
Spider-Ham, 105
Peters, Jon, 549, 590, 635
Petrie, Doug, 210
Petrovich, Ivan, 86
Petty, Lori, 583
Pez Dispenser of Graveness,
603
Pezzini, Sara, 557, 558
Pfeiffer, Michelle, 66, 141
(ill.), 142, 537,538
Pfeufer, Carl, 132, 475
Pfinkcycle, 107
Pflug, JoAnn, 208
P'Gell, 468
Phantasia, 658
Phantasm, 592
Phantom (comic book), 378
Phantom (movie, 1996), 378,
380
Phantom (newspaper strip),
379
Phantom (superhero), 144,
317, 377-379, 380, 493,
538, 569
Phantom (TV series), 379
Phantom Cruiser, 437
Phantom Duellist, 186
Phantom Eagle, 559, 585
Phantom Girl, 308, 309, 318,
563, 568
Phantom in the Media,
379-380
Phantom, Jack, 563
Phantom Lady (comic book),
232, 381, 499, 534
Phantom Lady (superhero), 1,
51, 84, 95, 186, 234,
380-382, 533, 567
Phantom Reporter, 332
Phantom Stranger (comic
book), 177
Phantom Stranger (superhero),
382-383, 556, 615
Justice League of Ameri-
ca, member of, 294
Phantom 2040 (movie, 1994),
378, 379, 380, 493
Phantom Zone, 507, 541,
545, 550
Phantom Zone Control, 506
Phantom Zone Portal, 506
Phantom Zone Projector, 553
Phat, 369, 570, 653
Phathead, 416
Phoenix (comic book), 146
Phoenix (superhero), 73, 120,
318, 566, 641, 646, 647,
656
Phoenix Force, 641, 646, 647,
659
Photon (Youngblood), 8, 124,
202
Piccolo, 20, 191
Piccolo, Brian, 7
Pie Man, 627
Pied Piper, 124, 368, 575
Pieface (Green Lantern's best
friend), 240, 495
Pierce, Jefferson, 8
Pike, 96
Pike, Scott, 373
Pilkey, Dav, 525
Pinchot, Branson, 548
Pineapple Pokopo, 603
Pinewood Studios, 66
Pini, Richard, 21, 497
Pini, Wendy, 21, 38, 497
Pink Flamingo, 75
Pink Ranger, 343
Pinky, 99, 336, 428, 585
Pin-up art in comic books, 233
Pioneer, 21, 135, 413
Pip the Troll, 437
Pirana (superhero), 33, 249,
434, 582
Piranha Jones, 34
Pirate Guild, 148, 150
Pirate Prince, 585
Pitt, 589
Planet Byra, 441
Planet Comics, 440
Planet of the Apes (movie,
1968), 441
Planetary, 624
Planeteers, 440
Plant Kingdom, 603
Plant Master, 41, 576
Plas See Plastic Man
Plastic Man (comic book),
103, 501
Plastic Man (superhero), 83,
101, 179, 185, 232,
383-386, 434, 477, 486,
494, 498, 522, 523, 564,
568, 582
Justice League of Ameri-
ca, member of, 295
Plastic Man/Baby Plas Super
Comedy, 492
Plastic Man Comedy-Adventure
Show, 384, 385, 492
Plastique, 118
Platinum (Metal Men), 340,
535, 567
Piatt, Tina, 341
Playboy, 385
Playboy Playmates, 556
Playing Mantis, 111
Playmates, 595
Ploog, Mike, 227
Pluto, 598
Plutonium Man, 341
Pluvius the Storm Maker, 186
Pocket Books, 526, 528
Pocket Comics (comic book),
80, 81, 247-248
Pocket Full of Kryptonite, 372
Poet, 399, 400
Poirier, Gregory, 549
Poison Ivan, 102, 357, 560,
575,576
Poison Ivy, 67, 69, 70, 316
Pokemon, 133
Polaris, 440, 642
Police Captain Barbera, 456
Police Chief Kent, 99
Police Comics, 380, 381, 382,
383, 385, 469, 498, 533
Police Commissioner Dolan,
467
Police Inspector Henderson,
544
Police Woman (TV series,
1974-1978), 536, 634
Polite, Johnny, 603
Pollack, Rachel, 614
Pollard, Keith, 82, 287, 388,
452
Pollard, Michael J., 484
Pope, Carly, 328
Popeye, 543
Popular Comics, 131
Porcupine, 23
Portacio, Whilce, 352, 390,
505, 644
Portsmouth City, 488
Post, 658
Post, Mike, 236
Postwar comics, 232-233
Potter, Greg, 630
Potter, Harry, 615
Potts, Carl, 368
Potts, Pepper, 288, 289
Powell, Bob, 81, 87, 182, 421,
466
Power Chick, 109
Power Coins, 343
Power Company, 368
Power Crystals, 343
Power Girl, 78, 536
Power, Dr. James, 389
Power, Josiah, 368
Power Man (comic book), 387
Power Man #39, 386
(ill.)
Power Man (superhero), 9, 34,
207, 287, 359, 386-388,
419, 564, 579
Power Man and Iron Fist, 287,
387, 388, 587
Power, Margaret, 389
Power of Shazam
(1995-1999), 128, 125,
518
Power of the Iron Fist (super-
power), 286
Power Pack (comic book), 389,
390, 504
Power Pack (superteam),
389-390, 537, 567
TH£ SUPBBHeiZO BOOK
tor
Index
Power Pack Holiday Special,
390
Power Princess, 571
Power Rangers Dino Thunder
(2004) See Mighty Morphin'
Power Rangers (TV series)
Power Rangers in Space
(1998) See Mighty Morphin'
Power Rangers (TV series)
Power Rangers Lightspeed
Rescue (2000) See Mighty
Morphin' Power Rangers (TV
series)
Power Rangers Lost Galaxy
(1999) See Mighty Morphin'
Power Rangers (TV series)
Power Rangers Ninja Storm
(2003) See Mighty Morphin'
Power Rangers (TV series)
Power Rangers Time Force
(2001) See Mighty Morphin'
Power Rangers (TV series)
Power Rangers Turbo (1997)
See Mighty Morphin' Power
Rangers (TV series)
Power Rangers Wild Force
(2002) See Mighty Morphin'
Power Rangers (TV series)
Power Rangers Zeo (1996)
See Mighty Morphin' Power
Rangers (TV series)
Powergirl
Infinity Inc., member of,
300
Super Squad, member
of, 300
Powerhouse, 369, 390
Powerman (Nigerian super-
hero), 284, 579
Powerpuff Girls (animated
series), 391, 494, 567
Powerpuff Girls (superteam),
390-391, 538
Powers, 399
Powers, Bill, 558
Powers, Mitey, 440
Trie Powers of Matthew Star,
146
Prankster, 540, 548, 550,
551, 574, 576
Pratt, Al, 40, 529
Pratt, Victoria, 657
Preacher (comic book), 175,
615
Preacher (superhero), 351,
558
The Precinct (The Call of Duty),
201
Predator (comic book), 167,
168
Predator (villain), 589
Premiani, Bruno, 187
Preminger, Otto, 64
Prentiss, Ed, 131, 512
Prescott, Norm, 130, 290
Prescott-Scheimer, 492
President Kennedy, 519
Presley, Elvis, 125
Prestor John, 592
Prez, 498
Price, Vincent, 64, 70, 576
Prickett, Maudie, 632
Pride, 368
Priest, Christopher, 9, 85, 114
Prime (comic book), 608, 610
Prime #1, 609 (ill.)
Prime #10, 589
Prime (superhero), 569, 608,
609
Primevil Doctor Vincent Gross,
608
Primordial Annihilator, 580
Prince (musician), 406
Prince Amentep, 556
Prince, Diana, 314, 535, 536,
628, 629, 632, 634, 635
See also Wonder Woman
Prince, Diana (Project A-ko,
movie), 392
Prince, Martin, 53
Prince NamorSee Sub-Mariner
Prince of the Seas, 510
Prince T'Challa See Black Pan-
ther
Prince Valiant, 378
Princess (Battle of the Plan-
ets), 73
Princess Ai, 406
Princess Diana (Wonder
Woman character), 628,
630, 635
Princess Fen, 474
Princess Knight (1953), 36
Princess Maru, 629
Princess Projectra, 309
Princess Sakuya, 321
Princess Sari, 89
Princess Vara, 440
Prinze, Freddie Jr., 520
Prize Comics, 357, 554, 559
Prize Publications, 41, 77
The Pro, 107, 214, 374
Procter, Emily, 548
Prodigal, 367
The Professional: Go/go 13,
Blackjack, 150
Professor Bubbles, 65
Professor Fortune, 293
Professor Haley, 142
Professor Jennings, 600
Professor Monster, 457
Professor Neon, 107
Professor Ochanomizu, 37
Professor Potter, 541
Professor Reinstein, 111
Professor Torture, 573
Professor Utonium, 390
Professor Venom, 160
Professor X, 43, 355, 530,
531, 569, 641, 642, 644,
655, 507
Professor Zoom, 564, 575
Prohaska, Janos, 90
Project A-ko (anime movie),
391-394
Project A-ko Versus (movie),
393
Project A-ko: Final (movie), 393
Project A-ko: The RPG (movie),
393
Project Arms, 22
Project Cadmus, 482
Project Genesis, 225
Project Next Men, 167
Project Youngblood, 193
Project-A, 391
Promethea (comic book), 16,
17, 394, 395, 508
Promethea #1, 394 (ill.)
Promethea (superhero), 17,
394-395
Prophet, 202
Prototype (comic book), 609
Prototype (superhero), 569,
609
Proty II, 562
Proudstar, James, 652
Proudstar, John, 643
Pryde, Kitty, 120, 495, 563,
626, 643, 646, 654-656
Pryor, Richard, 546
Prysm, 592
PS, 469
Psi Fire (Youngblood), 202
Psi Force, 335
Psuper Psychiatrist, 627
Psyche, 651
Psycho, 493
Psycho-Man, 577
Psycho-Pirate See Degaton,
Per
Psylocke, 119, 120, 121, 529,
644, 646
Puar, 191
Puck, 11, 529, 567
Puff, 471
Puke (villain), 323
Pulitzer Prize, 418, 525, 528,
554
Pulp magazines, 229
The Pulse!, 201, 388, 554
The Puma Man (1980), 108
Pumaman, 138
Punch, 578
Punch and Jewelee, 118
Punisher (comic book), 364,
389, 397, 622, 623
Punisher #3, 395 (ill.)
Punisher (movie, 1989), 397
Punisher (movie, 2004), 397
Punisher (superhero), 28, 49,
95, 310, 334, 350, 354,
390, 395-397, 445
origins of, 396
457,501,572,579,
582, 616
Punisher/Batman: Deadly
Knights, 397
Punisher Magazine, 397
Punisher Meets Archie, 397
Punisher Movie Special (comic
book), 397
Punisher 2099, 397
Punisher: War Zone, 397
Punk Rock, 492
Puppet Master, 206, 577
Puppetman, 527
Purcell, Dick, 115, 509
Pureheart the Powerful, 434
Purple Death poison, 115
Purple Girl, 11
Purple Haze (Gen 13), 226
The Purple Zombie, 348
Purrsia, 635
Puzo, Mario, 546
Puzzler, 550, 574
Pym, Dr. Henry, 23, 47, 315,
564
Pyramid, 422
Pyro, 654, 656, 657, 658
Pyroman, 2
Pyun, Albert, 458
Quagmire, 156
Quality Comics, 40, 77, 83,
87, 89, 95, 101, 186, 230,
232, 300, 356, 380,
381-383, 385, 466, 468,
480, 492, 497, 533, 567
Quasar (planet), 246, 331
Queen Bee, 293, 576
Queen Beryl, 412
Queen Haba of Mercury, 442
Queen Hippolyta, 628, 630,
633, 635
Queen Metallia,412
Queen, Oliver See Green Arrow
Quesada, Joe, 49, 164, 335,
505, 590
Quest, Jonny, 245, 406
Trie Question (comic book),
145
10*
TH£ SUPBBHeiZO BOOK
Index
Question (superhero), 28,
118, 144, 434, 554, 618
Quick Draw McGraw, 245
Quick, Jesse, 593
Quick, Johnny (All-Star
Squadron), 300, 553, 564
Quicksilver, 23, 46, 288,
416-417, 564, 656, 657
Quinlan, Charles, 139
Quinn, Terry, 529
Quitely, Frank, 44, 645
Raab, Ben, 647
Raboy, Mac, 99, 124, 232,
499
Rac Shade, 614
Racer, Pops, 448
Racer, Rex, 449
Racer, Speed See Speed
Racer
Racer X, 448
Rackham, Albert, 387
Rackman, 529
Radam, 597
Radar, 562
Radar Men from the Moon,
406
Radical Amerika Comix, 627
Radioactive Man (comic book),
53, 106
Radioactive Man #88
(1994), 53
Radioactive Man #216
(1994), 53
Radioactive Man #1,000
(1994), 53
Radioactive Man (superhero),
42, 43, 53, 54, 598
Radioactive Man 80-Page
Colossal (1995), 53
Radioactive Rogue, 422
Radius, 11
Radomski, Eric, 66
Ragnarok, 180, 599
Rai (comic book), 352
Rai (superhero), 358
Raimi, Sam, 334-335, 454,
455, 458, 460, 580
Rainbow, 570
Rainbow Archer, 237
Rainbow Boy, 32
Rainbow Bridge, 598
Rainmaker (Gen 13), 225,
565, 570
Rainmaker, Sarah See Rain-
maker (Gen 13)
Raiola, Tony, 378
Ralston, Henry, 180
Ram, 571
Rama Krishna, 176
Rama-Tut, 47
Rambeau, Monica, 8, 124
Rambo, 29
Rambo, Dack, 147
Ramos, Humberto, 21, 346
Rampage, 551
Ramsey, Chuck, 131, 511
Ramsey, Doug, 651
Ranaq the Great Devourer, 11
Rand, Daniel See Iron Fist
Rand, Heather, 286
Rand, Wendell, 286
Rand-Meachum Corporation,
286
Randolph, John, 634
The Ranger, 627
Rangers Comics, 234
Rann, 3,317
Raphael, 595
Raptor, 466
Ra's al Ghul, 60, 67, 70, 76,
316,579,587
Rashad, Hamza, 226
Rasputin, llyana, 651
Rasputin, Piotr, 647
Rat Fink, 107
Rat Pfink, 107
Rat Pfink and Boo-Boo (1966),
107
Rathchford, Jeremy, 656
Ratner, Brett, 549
Rattlesnake Squadron, 89
Raven (Tower), 434
Raven, 77, 567, 591, 593,
600, 602
Raven, Manitou See Apache
Chief
Raven Tengu Kabuto, 148
Raviv, Dan, 335
Rawhide Kid, 520
The Ray, 83, 84, 185, 186,
499, 567
Raymond, Alex, 497
Raymond, Ronnie, 43
Rayner, Kyle, 487, 549, 582,
592
Razor, 51
Razorfist, 340
RCA Records, 405
Reader's Digest, 638
Reagan, Nancy, 592
Reagan, Ronald, 351, 396
attempted assassina-
tion of, 235
Real Fact Comics, 440
The Real World, 505
Realism in comics, 200-201
Realworlds: Batman, 530
Reaver, 119
Rebel, 571
R.E.B.E.L.S. See Revolutionary
Elite Brigade to Eradicate
L.E.G.I.O.N. Supremacy
Rebin, 597
The Rebirth of the Incredible
Hulk (TV movie, unmade),
265
Rebis, 188, 614
Recollection Imprint, 82
Re-Combatants, 193
See also DNAgents
Red "Tomato," 101
Red Circle imprint, 35
Red Comet, 440
Red flannel underwear, 104
Red Ghost, 178, 208
Red Guardian, 86, 178
Red King, 606
Red Ranger, 343
Red Raven, 77
in Liberty Legion, 285
Red Ribbon, 191
Red Rocket 7, 405, 520
Red Ryan, 142
Red Scare, 603
Red Seal Comics, 529
Red Skull, 111-116, 364,
457,463,574,575,638
Red Sonja, 536
Red Star, 592
Red Star Group, 601
Red Tornado, 101, 499, 532,
565, 626
Justice League of Ameri-
ca, member of, 294
Red Wolf, 562
Redcoat, 121
Red-devil, 160
Redford, Robert, 520, 545
Redmond, Dinah, 79
Reducer Ray, 509, 544
Redwing, 562, 592
Reed, Kimberlee, 635
Reed, Peyton, 210
Reed, Robby, 179
Reed, Rod, 126
Reep Daggle, 309
Reeve, Christopher, 175, 485,
531, 542, 546, 549
Reeves, George, 173, 483,
515, 522, 540, 544
Reeves, Keanu, 615
Reflections, 632
Refrax, 656
Reggie (Archie Comics), 104
Regla, Sal, 45
Regulators, 423
Reid, Britt, 511, 553
Tfie Daily Sentinel, pub-
lisher of, 238
Green Hornet's alter
ego, 238-239
Reid, Dan, 238
"The Reign of the Supermen"
storyline, 472
Reilly, Ben See Spider-Man
Reilly, Billy Bob, 653
Reiner, Larry, 110
Reinman, Paul, 422
Reis, Ivan, 48
Reitberger, Reinhold, 5
Reitman, Ivan, 635-636
Relevance movement, 6, 25,
94, 174, 237, 240
parody of, 53
Renee, Lily, 234
Renny, 181
Replay, 471
Republic Pictures, 112, 115,
127,128,332,422,508,
509, 543
Responsometer, 340
Rest-Haven, 383
Reston, Clive, 339
Retired Man, 296, 296 (ill.)
The Return of Batman (movie
serial), 62
The Return of Captain America
(movie serial, 1943), 115
The Return of Captain Invinci-
ble (1983), 108
The Return of Captain Marvel,
129
Return to the Batcave: The Mis-
adventures of Adam and
Burt, 68
Reubens, Paul, 109, 168
Revenge of the Green Goblin,
462
Tfie Revenge of the Sinister Six
(2000), 528
Reverse-Flash, 575
Revlon, and purchase of Mar-
vel Comics, 335
Revolutionary Comics, 405
Revolutionary Elite Brigade to
Eradicate L.E.G.I.O.N.
Supremacy (R.E.B.E.L.S.),
312
Revolutionary Girl Utena, 133,
413
Revolutionary War, 560
Rex, 378
Reyes, Cecilia, 644
Reynolds, Bob See The Sentry
Rhiannon, 365
Rhino, 578
Rhoda Comics, 159
Rhodes, Jim See Iron Man,
War Machine
Rhys-Davies, John, 210, 297
TH£ SUPBBHeiZO BOOK
Tq 9
Index
Rice, Pierce, 248
Richard Dragon, Kung Fu Fight-
er, 358
Richards, Franklin See Tattle-
tale
Richards, Mary, 536
Richards, Reed, 5, 24, 142,
205-210, 317, 507, 518,
519,567,577,579
See also Mr. Fantastic
Richardson, Mike, 167, 248,
337, 501
Richie Rich (comic book), 82,
247, 249
Richmond, Kane, 422, 509
Richmond, Kyle, 178
Rickles, Don, 362, 519
Rico, Don, 159, 160
Rictor, 651
Riddler, 57,64, 65, 67,69,
70, 108, 296, 478, 574,
576, 579, 580, 587
Rider, Richard See Nova
RIFTS fantasy gaming system,
513
Rigg, Diana, 535
The Right Stuf International,
38
Riley, 98
Rima the Jungle Girl (comic
book), 536
Rima the Jungle Girl (super-
hero), 477, 478
Rimsky-Korsakov, Nikolai, 508
Ringmaster and His Circus of
Crime, 451
Ringo Fonebone, 104
Rio Rita, 2, 567
Riot, 551
Rip, 494
Ripclaw, 158
Ripley, Ellen, 51
Ripoff Comix, 627
Rippers, 583
Ripping Friends, 494
Riptide (Youngblood), 202
Rising Stars (comic book),
399, 445
Rising Stars #1, 400 (ill.)
Rising Stars (superteam),
399-400
Rising Stars: Born in Fire
(movie script), 400
Risk, 592
Rita Repulsa, 343
Rito Revolto, 343
Ritter, John, 108
Roach Coach, 391
Roach Wrangler, 53
Road to Perdition, 22
Rob Zombie's Spookshow Inter-
national, 406
Robbie the Robodog, 403
Robbins, Frank, 70, 285, 286,
366, 422
Robbins, June, 142
Robbins, Trina, 382, 429, 504,
532, 630
Roberta, 507
Roberts, Martha, 185, 186
Roberts, Michael D., 328
Robeson, Kenneth, 180
Robin the Boy Wonder (super-
hero), 26, 35, 49, 55, 57,
60,61,67,69,70,71,77,
140, 172, 173, 247, 296,
296 (ill.), 315, 318, 328,
365, 366, 372, 400-403,
406, 427, 429, 430, 477,
478, 485, 488, 495, 496,
503, 505, 509, 510, 512,
515, 516, 518, 519, 523,
530-532, 545, 549, 550,
553, 562, 567, 570-572,
574, 575, 579, 580, 586,
590, 591, 592, 593, 617,
633
death of, 60
debut of, 57, 230
Earth-Two Robin, 299
Super Squad, member
of, 300
in World War II, 231
Robin the Teen Wonder (older
Robin), 60, 94, 366, 403
Robin: Year One, 402
Robinson, James, 301, 373,
470, 608
Robinson, Jerry, 57, 232, 498
Robocop, 441
Robo-Hood, 74
Robot Crook, 404
Robot Fighters, 563
Robot Master, 421
Robot Robber, 404
Robot, Robby, 179
Robotech, 20
Robotman, 187, 188, 328,
403-404, 569, 614
All-Star Squadron, mem-
ber of, 300, 404
Doom Patrol, member
of, 187, 404
Roche, Ruth, 381
Rock, 106
Rock, Kevin, 209
Rock Superheroes, 404-406
See aiso Beatles, Black
Sabbath, Butterfly,
Cooper, Alice, Dazzler,
KISS, Malibu Comics,
Nightcat, Presley,
Elvis, Revolutionary
Comics, Zombie, Rob
Rock Trolls, 599
Rocker Racer, 457
Rocket, 346
Rocket Comics, 169
Rocket Red (Justice League of
America member), 294
Rocketeer (comic book), 406
Rocketeer (movie, 1991), 407
Rocketeer (superhero), 351,
406-408, 573
Rocketeer Adventure Magazine
#1, 407
Rocketgirl, 534
Rocketman, 2, 406
Rock-It line, 406
Rockwell, Johnny, 482, 483
Rodriguez, Robert, 324
Rogers, Marshall, 60, 193,
502
Rogers, Steve See Captain
America
Rogers, Steve Jr., 115
Rogue, 355, 518, 565, 644,
655, 655 (ill.), 656, 658
Rohmer, Sax, 286, 338, 356
Rokk Krinn, 309
Rolling Stone, 519
Rolling Stones, 405
Rom: Spaceknight (comic
book), 111
Roma, 119, 121, 171
Romance comics, 92-93, 234
Romance heroines, debut of,
234
Romanoff, Natasha, 86, 162,
535
Romero, Cesar, 64, 70, 576
Romijn-Stamos, Rebecca, 656
Romita, John Jr., 48, 164,
170, 289, 454, 504, 528,
621
Romita, John Sr., 162, 208,
334, 395, 396, 434, 452,
453, 462, 501, 620, 625
Ronin, 21
Ronin Warriors (comic book)
See Yoroiden Samurai Troop-
ers
Ronin Warriors (superheroes),
408-409
Ronin Warriors (TV series), 20,
408, 409
Roosevelt, President Franklin
D., 418, 567
Rope Girl, 494
Rope Man, 491
Rorschach, 571, 618, 619
Rose, 463, 530, 568, 626
Rose and Thorn, 530
Rosen, Artie, 419, 420
Rosenbaum, Michael, 297,
484, 549
Rosenberg, Scott, 458, 583,
608
Rosenberg, Willow, 97
Rosenthal, Mark, 546
Ross, Alex, 22, 29, 38, 48,
74, 128, 295, 487, 505,
620
Ross, Betsy, 112, 558
Ross, Courtney, 646
Ross, Pete, 483, 484, 495
Ross, Stanley Ralph, 634
Roswell, 147
Roswell, New Mexico (alien
landing site), 575
Rotsler, William, 289, 526
Rough Cut Comics (Scotland),
284
Round Table of America, 74
Rowdyruff Boys, 391
Rowen, 409
Rowland, Marcus L, 527
Rowlands, Alan, 287, 388
Roy, the Super-Boy, 427
Royal Canadian Mounted
Police, 121
Royal Flush Gang, 293, 479
Royal Sisters, 148, 150
Royal Space Force, 393
Royer, Mike, 362
Rozakis, Bob, 106
Rozen, George, 42
Rubberband Man, 471
Rubble, Barney, 207, 209
Rubi,Mel,405
Ruby-Spears, 483, 493, 548
Rucka, Greg, 505, 528, 631
Rude, Steve, 168, 350, 442,
504
The Ruff and Reddy Show
(1957), 245
Rulah of the Jungle, 234
Rune (comic book), 610
Rune (vampire) 609
Rune/Silver Surfer, 609
Rush Hour, 549
Rush, Geoffrey, 109
Russell, Jack, 557
Russian Starfire, 592
Russo, Anthony, 400
Russo, Joe, 400
Rusty, 559
Ruthless, Rex, 492
Ruttenberg, Neil, 458
Ryan, Joyce, 131
Ryan, Reef, 440
Ryder, Jack, 554
ffi
TH£ SUPBBHeiZO BOOK
Index
Rylko-Sodeman, Danuta, 78,
296, 296 (ill.)
Ryo, 409
Ryoichi Ikegami, 324, 325,
326
Saban Entertainment, 74,
343, 597, 655
Saban, Haim, 343
Sabertooth (also spelled
Sabretooth), 390, 579, 626,
656, 660
Sabin, Roger, 583
Sable, 147
Sable, Jon, 147
Sabraman (Israeli superhero),
284
Sabre, 193
Sabretooth See Sabertooth
Sachs, Bernard, 293
Sad Sack (comic book), 82,
249
Sadamitsu the Destroyer, 22
Saga of the Swamp Thing,
175, 504, 613
Sage, 409
Sage, Vic, 554
Sailor Jupiter, 412
Sailor Mars, 412
Sailor Mercury, 412
Sartor Moon (comic book and
animated series), 20, 21,
134, 156, 411-413
Sartor Moon #1,412 (ill.)
Sailor Moon (superhero),
411-413
Sailor Moon R, 411
Sailor Moon S, 411
Sartor Moon Sailor Stars, 411
Sartor Moon Super S, 411
Sailor Neptune, 412
Sailor Pluto, 412
Sailor Saturn, 412
Sailor Scouts, 413
Sailor Uranus, 412
Sailor Venus, 412
Sailor Warriors, 412
St. Aubin, Jean-Claude, 122
St. Carnard, 493
St. Cloud, Silver, 60
St. Croix, Monet, 648
St. Dumas, 49
St. Roch, Louisiana, 488
Saint Seiya, 20, 22, 408, 411
St. Trinians, 646
Saiyans, 191
Saiyuuki, 190
Sakai, Akiyoshi, 134
Sakura Con 2002, 408
Salem Tower, Massachusetts,
488
Salinger, Matt, 116
Salkind, Alexander, 483, 542,
546, 548
Salkind, llya, 483, 542, 546,
548
Salmonson, Jessica Amanda,
538
Sam and Twitch, 445
Samachson, Joe, 328
Samaritan, 39, 488
Sammy, 469
Samurai, 477, 478
Samurai Crusader, 326
Samurai Cyber Squad, 408
San Carlos Reservation, 225
San Diego Comic-Con Interna-
tional, 37, 108, 110, 413,
525
San Francisco, 609, 627
San Francisco Examiner, 583
Sanctuary (character), 399
Sanctuary (comic book), 326
Sand See Sandy (Sandman's
friend)
Sanders, Brad, 297
Sanders, George, 64
Sanders, Greg, 615, 616
Sanders, Jim II, 1
Sanderson, Peter, 26
Sandman (comic book), 94,
445, 504, 527, 614
Sandman #19, 414
Sandman (superhero), 22,
229, 328, 351, 413-415,
428, 446, 463, 558, 566,
578, 582, 585, 614
death of, 301
Justice Society of Ameri-
ca, member of, 298,
414, 415
The Sandman (Spider-Man vil-
lain), 451
Sandman Mystery Theatre
(1993), 415, 615
Sandman: The Dream Hunters,
22
Sandsmark, Cassandra
"Cassie," 593, 631
Sandsmark, Helena, 631
Sand-Superman (villain), 579
Sandy See Hawkins, Sandy
Sandy (Sandman's friend),
415, 582
Sanford and Son, 7
Santangelo, John, 143
Santo (Mexican superhero),
284
Sapien, Abe, 34, 255
Sapphire Stagg, 318, 341,
342
Saracee, 10
Sardath, 4
Sarge Steel, 144, 434, 581
Sargent, Alvin, 458, 460
Sargon the Sorcerer, 556
Justice League of Ameri-
ca, member of, 294
Sasagawa, Hiroshi, 448, 134
Sasquatch, 10, 11, 368
Sassone, Oley, 209
Satan, 104, 574
Satana, 557
Saturday Evening Post, 442,
638
Saturday Night Live (SNL),
105, 106, 548
Saturn Girl, 308, 310, 318,
431, 565, 568
Saturn Queen, 576
Saturnyne, 646
Saunders, Tonia, 160
Sauron, 578, 658
Savage, Clark Jr., 181
Savage Dragon (comic book),
505, 561
Savage Dragon #4, 415
(ill.)
Savage Dragon #30, 589
Savage Dragon (superhero),
415-416, 488
Savage Dragon/Teenage
Mutant Ninja Turtles, 589
The Savage She-Hulk, 334,
424
The Savage She-Hulk,
vol. 1, #1 (She-Hulk's
debut), 260
Savage World, 416
Savant, 622
Saviuk, Alex, 453
Sawyer, Maggie, 549
Saxon, Vin, 107
Sayers, Gayle, 7
Scalphunter, 587
Scarab, 115, 509
Scarbury, Joey, 236
Scarecrow, 57, 64, 65, 68, 69,
160, 478, 574, 579
Scarface, 70
Scarlet Beetle, 23
Scarlet Cyclone See Retired
Man 296
Scarlet Scorpion, 1
Scarlet Speedster, 510
Scarlet Witch, 23, 46, 48,
318, 359, 372, 416-417,
535, 565, 568, 657
Scarlet Witch and Quicksilver,
416-417
Scarlet Woman of Babylon,
104
Schaffenberger, Kurt, 124,
232, 501
Schallert, William, 296, 296
(ill.)
Scheimer, Lou, 130, 290
Schiff, Jack, 441
Schneider, John, 484
Schodt, Frederick L., 20, 38
Schomburg, Alex, 232, 499,
585, 636
Schumacher, Joel, 403, 571,
580
Schuster, Joe, 539
Schutz, Diana, 504
Schwab, Irwin, 105
Schwartz, Julius "Julie," 3, 40,
55, 59, 69, 173, 240, 293,
299, 304, 329, 366, 402,
432, 441, 499, 500, 541
Schwarzenegger, Arnold, 67,
70, 538, 546
Science (comic book), 558
Science Fiction (magazine),
539
Science Ninja Team
Gatchaman See Battle of the
Planets
Science Patrol, 606
Science Police, 309
Sci-Fi Channel, 135, 146, 409
Scissor Men, 614
Scooby Gang (Buffy the Vam-
pire Slayer), 97, 98
Scooby-Doo, 245
Scooby-Doo/Dynomutt Hour
(animated series), 492
Scorcher, 461
Scorpina, 343
Scorpio, 364
Scorpion, 95, 129, 451, 509,
578
Scott, Alan
as Sentinel, 240, 554,
582
See also Green Lantern
(Golden Age)
Scott, Ashley, 78
Scott, Dougray, 656
Scott Free, 361
Scott, Judson, 146
Scott, IT., 234
Scratch, Nicholas, 70
Screaming Mimi, 77
Scribbly, 499, 532
Scully, Dana, 382
Sea Devils (comic book), 33
Sea Devils (superteam) 33
Sea King, 517
Seagate, 387
TH£ SUPBBHeiZO BOOK
*»
Index
Seagle, Steve, 11
Seagren, Danny, 456
Sealmen, 414
Searle, Ronald, 646
Seattle, Washington, 488, 621
Sebast, Dick, 165
Secord, Cliff See Rocketeer
Secrease, Don, 1
Secret Crime ViewFinder, 603
The Secret Defenders, 179
Secret Hospital, 621
The Secret Identity, 418-419
The Secret of the Sinister Six
(2002), 528
Secret Or/gins, 383
Secret Sanctuary (Justice
League of America), 293
Secret Society of Super-Villains
(comic book), 327
Secret Society of Super-Vil-
lains (team), 327-328
Secret Squadron, 512
Secret Squadron Signal Ses-
sion, 512
Secret Task Force Goranger,
343
Secret Wars, 618
Secret Wars II, 390
Trie Secrets of Isis See te/'s (TV
series) 290
Seduca, 391
Seduction of the Innocent
(1954), 58, 151, 173, 233,
381, 402, 429, 430, 575
Seifert, Heath, 474
Seinfeld (TV series), 542
Seinfeld, Jerry, 524
Sekhmet, 409
Sekjima, Mayori, 596
Sekowsky, Mike, 3, 293, 329,
341, 500, 601, 629
Selleca, Connie, 235
Semic Press (Sweden), 378
Semper, John, 457
Semple Comics, 122
Sehorita Rio, 234
Sensation Comics, 298, 629
Sensation Comics #1,
533
The Sensational She-Hulk,
105, 260, 424, 503
Sensei, 177
Sentar, Lianne, 413
Sentinel (1941), 559
Sentinel (one-hit-wonder super-
hero), 373
Sentinel (Youngblood), 202,
240
Sentinel of the Spaceways See
Silver Surfer
Sentinels (comic book), 118
Sentinels (villains, X-Men),
648, 655, 657, 659
The Sentinels of Justice, 118
Sentinels of Liberty, 428, 522,
585
Sentinels of Liberty Fan Club,
111
The Sentry, 122, 419-420
September 11, 2001 terror-
ism, 29, 231, 426
Seraph, 359
Sgt. Candy Crane, 107
Sergeant Fury See Nick Fury,
AgentofS.H.I.E.L.D.
Sergeant Fury and His Howling
Commandos, 5, 363
Sgt. Kabukiman N.Y.P.D., 108
Sgt. Rock, 5, 297, 500, 587
Sgt. Strike, 194
Sergeant Twilight, 132
Sergio Destroys DC, 107
Sergio Massacres Marvel, 107
Serifan, 362, 571
Sersi, 571
Sesame Street (Batman on),
64, 525
Set, 417
Settle, Matthew, 297
The Seven Samurai (movie),
241, 425
Seven Soldiers of Victory,
237, 284, 328, 566, 615
Severin, John, 497
Severin, Marie, 135, 287,
501, 536
Sewer Urchin, 603
Sglue, Elmer, 391
Sha Seng, 189
Shade, 1, 470, 615
Shade the Changing Man, 614
Shado, 237
The Shadow (comic book),
356, 420
Shadow (magazine), 180
The Shadow (movie, 1994),
422
The Shadow (movie serial,
1940), 422
The Shadow (newspaper strip),
421
The Shadow (radio serial), 511
The Shadow (superhero), 26,
174,180,313,407,
420-423, 529
Shadow Cabinet, 182, 346,
421
Shadow Hill neighborhood, 39
Shadow Junior, 422
Shadow Lady, 74
The Shadow Strikes (movie ser-
ial, 1937), 422
The Shadow Strikes (comic
book, 198?), 422
Shadow Thief, 576
Shadowcat, 120, 563, 567,
646, 656
Shadowcave, 399
ShadowHawk (comic book),
75, 589
ShadowHawk (superhero),
423-424
ShadowHawks of Legend
(1995), 423
Shadows of Spawn, 22
Shadrac, 466
Shaft (movie, 1971), 7, 358,
386
Shaft (Youngblood), 202, 481
Shaggy, 65
Shaggy Man, 576
Shahn-Zi, 358
Shak, 34
Shakespeare, 516
ShallaBal,318, 436, 437
Shaloman, 359
Sham, 570
Shaman, 10
Shang-Chi, Master of Kung Fu
See Master of Kung Fu
Shanna the She-Devil, 457
Shannon, Shack, 442
Shark, 31, 69, 132, 574, 575
Shark Planes, 89
Shark-Repellent Batspray, 64,
71
Sharp, Dave, 129
Sharrieff, Munier, 22, 74
Shatterstar, 652, 653
Shaud, Grant, 548
Shaw, Mark, 327
Shaw, Scott, 110
Shaw, Sebastian, 659
Shayne, Robert, 544
Shazam! (animated series), 131
Shazam! (comic book), 95, 96,
127, 130, 498, 524, 553
Shazam! #1 (Captain
Marvel's DC debut,
February 1973), 174
Shazam! (movie, unmade), 131
Shazam (superhero) See Cap-
tain Marvel/Shazam!
Shazam! (TV series), 128, 129
(ill.), 130, 290
Shazam.'//s/s Hour (TV series,
1975-1977), 130, 290
Shazam — Power of Hope
(2000), 128
Shazzan (animated series),
246
Shazzan (superhero), 246,
247, 438
She Cat, 567
Shea, John, 548, 657
Shebang, 471
She-Cat, 2
Sheena, Queen of the Jungle
(comic book), 532
Sheena, Queen of the Jungle
(superhero), 51, 233, 234
She-Hulk, 47, 207, 318, 359,
424-425, 536, 563, 568
Shell Head, 510
Shelley, Barbara, 394, 395
Shelton, Gilbert, 626, 627
She-Man: Mistress of the Uni-
verse (Filipino movie), 284
Shen Long, 191
She-Ra: Princess of Power (ani-
mated series, 1985-1988),
494, 537
Sheriff Sanders, 615
Sherman, Howard, 188
Sherry, Diane, 483
Shi, 51, 197, 425-426, 537
Shi: B/ack, White, and Red
(1998), 426
Shi/Cyblade: The Battle for
Independents #1 (1995),
158
Shi/Daredevil: Honor Thy Moth-
er (1997), 426
Shi: East Wind Rain
(1997-98), 426
Shi: Heaven and Earth
(1997-98), 426
Shi:Ju-Nen (2004), 426
Shi: Kaidan (1996), 426
Shi: Masquerade (1998), 426
Shi: Nightstalkers (1997), 426
Shi: Poisoned Paradise (2002),
426
Shi: Rekishi (1997), 426
Shi: Senryaku (1995), 426
Shi: The Blood of Saints
(1996), 426
Shi: The Illustrated Warrior
(novel, 2002), 426
Shi: The Series (1997-98),
426
Shi: The Way of the Warrior
(1994), 425
Shi: Through the Ashes (2001),
426
Shi/Vampirella (1997), 426
Shi vs. Tomoe (1996), 426
Shi: Year of the Dragon (2000),
426
Shi'ar, 507
Shi'ar Empire, 647
S.H.I.E.L.D. See Supreme
Headquarters International
ffl>
TH£ SUPBBHeiZO BOOK
Index
Espionage Law-Enforcement
Division
Shield (superhero), 34, 35,
111, 231, 400, 427, 558,
559, 560, 569, 574,
636-637
Shimura, Michi See Trixie
Shin Takarajima See New Trea-
sure Island
Shin Tetsuwan Atom See New
Mighty Atom
Shin Yoroiden Samurai Troop-
ers See New Legendary
Armor Samurai Troopers
Shinde, Jack, 607
Shiner, Lewis, 527
Shining Knight (All-Star
Squadron), 300, 582, 616
Shinken Kusanagi (magic
sword), 321, 322
Shioyama, Norio, 408
Shiwan Khan, 421, 422
S.H.O.C. See Special Haz-
ardous Operations Cyborg
Shock Gibson (superhero),
230, 248
Shocker, 518, 578
Shockwave, 340
Shoemaker, Terry, 390
Shogakukan, 324
Shogen Ryu, 325
Shojo (girls' comic), 36, 132,
133, 411, 412
Shonen Jump, 148, 190
Shonen Sunday (comic maga-
zine), 36, 324, 325
Shooter, Jim, 47, 111, 170, 309,
334-335, 368, 541, 588
Shooting Star, 448
Shores, Syd, 91, 112, 475
Shorten, Harry, 600
Shotgun, 580
Shotgun Mary, 537
Shou-Lao the Undying, 286
Shoveller, 109
Showcase (comic book), 3, 30,
41, 173, 188, 373, 382, 405,
423, 441, 475, 499, 500
Showcase #4 (Silver Age
Flash's debut), 431,
575
Showcase #22 (Silver
Age Green Lantern's
debut), 432, 575
Showcase #35, 40 (ill.)
Showcase #37 (Metal
Men's debut), 340
Showcase #75 (The
Hawk and the Dove's
debut), 250
Showcase 94 #1, 69 (ill.)
Shredder, 595
Shrevnitz, Moe, 421
Shrinking Violet, 308, 309,
564, 568
Shroud, 464, 529
Shurato, 411
Shusterjoe, 102, 122, 171,
172,229,305,313,481,
486, 497, 498, 502, 520,
525, 531, 539, 540, 542,
543, 550, 556
Siberkleit, Louis, 422
Sidekicks and Proteges,
427-430
female, 230
romantic, 315
spread of, 230
Siegel, Jerry, 35, 102, 171,
172,229,305,313,403,
422, 446, 447, 481, 486,
497, 498, 502, 520, 525,
531, 539, 540, 542, 543,
550, 556, 638
Siegel, Larry, 632
Sienkiewicz, Bill, 197, 353,
354, 503, 651, 162
Sif, 598, 599
Signalman, 575
Silberkleit, Louis, 600
Silent Bob, 107
Silent Majority, 561
Silent Mobius, 22
The Silent Seven, 421
Silhouette, 530
Silk Satin, 468
Silk Spectre, 619
Silke, 463
Silva, Joseph, 526
Silver Age of Superheroes
(1956-1969), 3, 5, 32, 35,
74, 93, 112, 117, 138,
142, 144, 145, 160, 173,
186, 203, 205, 293, 314,
328, 350, 430-434, 475,
479, 485, 486, 495, 499,
500, 501, 506, 516, 525,
550, 552, 554, 573, 575,
576, 578, 582, 639
atomic heroes in, 117
Silver Age Sentinels: The Ulti-
mate Superhero RPG, 514
Silver Agent, 39
Silver Daggers gang, 365
Silver Millennium, 412
Silver Pictures, 636
Silver Sable, 537
Silver Scarab, 189
Hawkman's son, 300
Infinity Inc., member of,
300
Silver Scorpion, 534
Silver Streak (superhero), 230
Silver Streak Comics, 159,
356, 585, 572, 585
Silver Surfer (animated
series), 437
Silver Surfer (comic book),
436, 577 (ill.)
Silver Surfer #11, 435
(ill.)
Silver Surfer (superhero), 177,
178,179,206,209,318,
435-437, 441, 511, 516,
563, 566, 569, 572, 578,
589
Silver Surfer (TV series), 493,
501
Silver Swan, 631
Silverman, Fred, 438, 439
Silvermane, 463
Silverstein, Marc, 236
Silverstone, Alicia, 56, 67
Silvestri, Marc, 157, 505
Sim, Dave, 445, 497
Simmons, Al See Spawn
Simmons, Gene, 405
Simmons, Grant, 115, 455,
654
Simmons, J. K.,460
Simon and Shuster, 436
Simon, Joe, 35, 47, 80, 102,
111, 114, 116, 148, 233,
247, 248, 249, 327, 332,
414, 427, 439, 498, 525,
534, 558-560, 614, 637
Simon, Joel, 656
Simon, John See Poet
Simone, Gail, 505
Simons, Walton, 527
Simonson, Louise Jones, 389,
472, 504
Simonson, Walter, 189, 327,
442, 501, 503, 599
Simonson, Will, 335
Simpson, Bart, 53, 54
Simpson, Crash, 227
Simpson, Don, 106
Simpson, Lisa, 54
Simpson, Maggie, 54
The Simpsons (animated
series), 53, 106, 221, 525
The Simpsons Comics and Sto-
ries, 54
Sinbad, 106, 108, 492
Freedom Force, member
of, 290
Sinclair, Rahne, 647, 650
Sin-Eater, 453, 463
Sinestro, 240, 296, 478, 575,
579
Singer, Bryan, 656, 657
Sinister Six, 385, 463
Sinister Stylist, 494
Sinnott, Joe, 465
Siren, 64, 70, 316
Sirius, 423
Siryn, 648, 653
Sister Lilhy, 49
Sitwell, Jaspar, 364
The Six Million Dollar Man,
145, 634
Six Pack, 653
Skaaren, Warren, 66
Skarsten, Rachel, 79
Skate Lad, 494
Skateman, 582
Skeates, Steve, 31, 250, 290,
378,601
Skeleton, 493
Skelly Gasoline Company, 131
Skelly Oil, 511
Skids, 651
Skin, 649, 656
Skinn, Dez, 347
Skorpio, 472
Skrills, 635
Skrull Empire, 436
Skrulls, 47, 369
Skull, 574
Skull Cave, 377
Skullface, 416
Sky Girl (comic book), 234
Sky Girl (superhero), 234
Sky Wizard, 440
Skyboy, 373
Skyman, 559
Skywald Publishing, 405
Skywalker, Luke, 363
Skywolf, 194
Slag, 494
Slam Bang, 99
Slater, Helen, 67, 490, 546
Slaymaster, 120
Sleeper, 527
Sliding Albion, 44
Slifer, Roger, 310
Slipstream, 471
Slo-Bo, 313
Slotman, 53
Sludge, 609
Slug, 324
Small, Jon, 99
Smallville (Superboy's home-
town), 307, 308, 309, 486,
515, 540, 546, 548
Smallville (TV series), 68, 147,
176, 314, 482, 484, 485,
542, 549, 552
Smallwood, Marrina, 11
Smash Comics, 83, 466, 553
Smax (2003-2004), 17
Smile, 413
Smith, Abner, 633
TH£ SUPBBHeiZO BOOK
13
Index
Smith, Barry, 47
Smith, E. E. "Doc," 147
Smith, Erica, 2
Smith, Guy, 653
Smith, Jeff, 128
Smith, Kevin, 83, 107, 164,
166, 172, 237, 238, 455,
480, 505, 549, 548
Smith, Lauren Lee, 657
Smith, Michael Bailey, 209
Smith, Rex, 165
Smith, Sir Denis Nayland, 339
Smith, Will, 203
Smitrovich, Bill, 165
Smogula, 493
Smythe, Spencer, and the Spi-
der Slayers, 451
Snafu, 570
Snap City, 323
Snarks, 389
SNL See Saturday Night Live
Snodgrass, Melinda M., 527
Snow Crash (1992), 583
Snowbird, 10, 11, 77, 567
Snyder, Ray, 632
Snyder, Robin, 185
Society of the Golden Wing,
77
Sodom, 383
Sojourn, 481, 582
Sokolow, Alec, 131
Solar (comic book), 352
Solar (superhero), 612
Solar, Man of the Atom, 611
Solara, 635
Soldier Systems Center, 565
Soles, Peter, 455
Solitaire, 609
Solivar, 297
Solomon Grundy, 239, 296,
301, 573
Solomon, Courtney, 227
The Solution, 609
Sommers, Jaime, 146
Son Gohan, 190
Son Goku, 190
Son of Odin, 511
Son of Satan (comic book), 94
Son of Satan (superhero),
227, 557
Son of the Mask, 338
Son of Vulcan, 530, 578
Sonar, 575
Songbird, 77
Sonnenfeld, Barry, 603
Sonny and Cher, 64
Son-O'-God, 104
Sons of Liberty, 561
Sons of the Serpent, 85
Sons of the Tiger, 358
Sony Pictures Entertainment,
458
Sorcery, 487
Sorkin, 607
S.O.S.— Save Our Sailors, 413
Soule, Olan, 64, 65
Soultaker, 580
South America, 587
Space Adventure Cobra, 37,
147
Space Adventures (comic
book), 42
Space Adventures #33
(debut of Captain
Atom), 117
Space Adventures #42,
117 (ill.)
Space Coup, 438
Space Cruiser Yamato, 20, 38
Space Ghost (animated
series), 168, 434, 499
Space Ghost (comic book),
439
Space Ghost (superhero),
246, 247, 437-439, 438
(ill.), 441, 492,523, 563,
578, 580, 581
Space Ghost and D/no Boy
(animated series), 246,
438, 491
Space Ghost Coast to Coast
(animated series), 246,
247, 439, 493
Space Ghost/Frankenstein Jr.
Show (animated series),
438, 492
Space Heroes, 439-442
Space Jam, 519
Space Knight Tekkaman (ani-
mated series), 19, 596
Space Knights, 596, 597
Space: 1999, 150
Space Pirate Captain Harlock,
38
Space Ranger, 3, 440, 441
Space Stars (animated series,
1981-82), 439, 492
Spacehawk, 440, 442-443
Spaceman, 405
Spaghetti Man, 492
Spark, 565
Sparkler, 561
Sparks, Jenny, 43
Sparky, 448, 559
Sparrow, 77
Spartan, 570, 622, 623
Spaulding, Roxanne See
Freefall (Gen 13)
Spawn (comic book), 505
Spawn #1, 443
Spawn #126, 443 (ill.)
Spawn (movie, 1997), 445
Spawn (superhero), 22, 29,
359, 443-446, 580, 589, 9
Spawn: Blood and Salvation,
445
Spawn Blood Feud, 445
Spawn: The Dark Ages, 445
Spawn: The Undead, 445
Spawn-Batman, 445
SpazFrag 666, 312
Special Hazardous Operations
Cyborg, 157
Special Marvel Edition, 358
Special Marvel Edition
#15 (Master of Kung
Fu's debut), 286
Special Operative Strikeforce,
416
The Specials (comic book),
105, 109
The Specials (superhero),
109, 399
Spectacular Spider-Man, 397,
451, 452, 453, 454
Spector, Marc See Moon
Knight
Spectra, 73, 368, 609
The Spectre, 27, 31, 301,
373,382,432,444,
446-447, 556, 557, 563,
564, 566, 585, 587
Justice Society of Ameri-
ca, member of, 298
Speed Comics (comic book),
81, 248, 553, 590
Speed Comics #40, 249
(ill.)
Speed Force, 564
Speed Racer (action hero), 37,
72, 447-449
Speed Racer (animated series,
2002), 448, 449, 596
Speed Racer (comic book), 19,
449, 596
Speed Racer: The Movie (ani-
mated movie), 449
Speed Racer: The Official 30th
Anniversary Guide, 449
Speedball, 430, 570
Speedboy, 102, 429, 559
Speedy, 25, 173, 174, 236,
237,351,375,400,
428-430, 480, 494, 567,
572, 582, 590, 592, 616
drug addiction of, 237
Spellbinder, 69, 70, 576
Spengler, Pierre, 546
Sphere Man, 105, 492
Sphinx, 109
Sphynx, 369, 370
Spica, Angela, 44
Spider, 480, 538
SPIDER (secret villains soci-
ety), 601
Spider Lady, 509, 544
Spider Machine GP-7, 457
Spider Queen, 533
The Spider Returns (movie ser-
ial, 1941), 278
Spider Woman (Space Ghost
villain), 438
Spider-Boy, 590
Spider-Girl (comic book), 83,
370, 570, 621, 650
Spider-Girl (superhero), 372,
373, 450, 452, 464, 466,
508
Spider-Girl #1, 466
Spider-Man (animated series),
116, 165, 167, 210, 435,
455, 461, 491, 492, 493,
494
Spider-Man (comic book), 21,
397, 400, 454, 505, 589
Spider-Man (Japanese TV
series), 457
Spider-Man (movie, 2002),
336,352,455,456,458,
580
Spider-Man (superhero), 5,
21-23, 25, 28, 32, 43, 47,
48, 78, 82, 95, 116, 179,
182, 317, 334, 358, 369,
372, 390, 396, 418, 429,
430, 445, 449-455, 456,
458, 460, 461-463, 466,
487, 496, 497, 500, 507,
508, 510, 516, 518-520,
523-525, 533, 537, 554,
557, 563, 565, 566, 572,
578-580, 582, 586, 589,
590, 598, 620, 621, 642
human attributes of,
200
Spider-Man (TV series), 456
Spider-Man and His Amazing
Friends (animated series,
1981-1983), 116, 165,
457, 492, 590, 654
Spider-Man: Chapter One, 454
Spider-Man in the Media,
455-460, 456 (ill.), 459
(ill.)
Spider-Man: The Animated
Series, 457
Spider-Man theme park ride,
32
Spider-Man 2 (movie, 2004),
458, 460
Spider-Man 2099, 454
ffk
TH£ SUPBBHeiZO BOOK
Index
Spider-Man Unlimited (TV
series), 454, 455, 457,
458, 494
Spider-Man: Venom's Wrath
(1998), 528
Spider-Man Villains, 460-464
See also Dr. Octopus,
Green Goblin, Heads-
man, Hobgoblin,
Kaine, Kingpin, Kraven
the Hunter, Scorcher,
Venom
Spider-Mobile, 572
Spiders, 406
The Spider's Web (movie serial,
1938), 278
Spider-Woman (comic book),
334, 453, 457, 464
Spider-Woman #1, 465
(ill.)
Spider-Woman (superhero),
83, 453, 464-466, 536
Sp/der-Woman (TV series),
464, 465, 492
Spidey See Spider-Man
Spidey Super Stories, 452
Spiegelman, Art, 104, 386
Spiegle, Dan, 90, 194, 350
Spike (Buffy the Vampire
Slayer), 97, 98
Spike TV, 473, 474
Spin Doctors, 372
Spinner, 492
The Spirit (comic book), 147,
232, 249, 385, 434, 466,
469, 497, 532
The Spirit #48, 467 (ill.)
The Spirit (superhero), 5, 83,
383, 466-469, 558
Spirit of andrsquo
76,559,574,637
Spirit War Madara, 321
Spirits of Vengeance, 228
Spitfire (superhero), 248,
285-286
Spitfire Comics, 248
Splash Brannigan, 16
Spleen, 109, 168
Splinter, 593
SpongeBob Squarepants, 494
Spongeman, 142
Sportsman, 574
Sportsmaster, 239
Sprang, Dick, 58, 498
Spranger, John, 468
Springfield, Rick, 147
Sprite, 646
Spritle, 448
Sprouse, Chris, 16
Spunky, 92
Spy Smasher (comic book),
509, 522, 637
Spy Smasher (superhero), 99,
572,637
Spyboy, 430
Spyke, 656
Spyman, 434, 582
Spymen (comic book), 249
Spyral,466
Squadron Sinister, 178
Squadron Supreme, 29, 34,
77,529
Squadron Supreme, 571
Squatt and Babo, 343
Squid, 179
Squire, 356
Staab, Rebecca, 209
Stableford, Brian, 527
Stacy, 621
Stacy, George, 451, 460
Stacy, Gwen, 95, 318, 451,
452, 460, 461, 620
Stacy X, 644
Stagg, Simon, 341, 342
Stalin, Joseph, 231, 574, 637
Stallone, Sylvester, 29, 441
Stamp, Terrence, 546
Stan, 90
Stan Lee Presents the Marvel
Superheroes, featuring the
Hulk, the Avengers, the X-
Men, and Daredevil, 526
Standard Comics, 396, 532
Standish, Sir Christopher, 377
Stanford, Aaron, 657
Stanislaus (Blackhawks), 88
Stanley, Paul, 405
Star Boy, 308, 318
Star Brand, 335
Star City, 488
Star Comics (comic book), 348
Star Comics (product line) 452
Star Detective (periodical),
332
Star Jammers, 355, 442
S.T.A.R. Labs, 553
Star, Matthew, 146
Star Pirate, 440
Star Rovers, 441
Star Sapphire, 240, 318, 574,
575
Star Slammers, 442
Star Spangled Comics, 403
Star Studded Comics, 373
Star Trek, 358, 528, 597
Star Trek: The Next Generation,
528
Star Wars (comic book), 168,
169, 334
Star Wars (movie), 72, 147,
363, 545, 643
Starbright (Youngblood villain),
202
Starchild, 405
StarChilde Publications, 514
Stardust, 1
Starfire, 367, 563, 567,
591-593
Starfox, 47
Stargirl, 581
Starhawk, 441, 568
Stark Industries, 24, 86, 331
Stark International, 48, 288,
289
Stark, Corrina, 142
Stark, Tony See Iron Man
Starlily, 635
Starlin, Jim, 123, 339, 358,
437, 441, 442, 503
Starman, 373, 432, 469-471,
563, 566, 574, 581
Justice Society of Ameri-
ca, member of, 298
Starman (TV series), 146
Starr, "Bronco" Bill, 562
Starr, Rick See Space Ranger
(DC)
Starro the Conqueror, 293,
576
Starship Troopers, 148
Starslayer, 406
Starsmore, Jonothan, 649
Star-Spangled Avenger, 510
Star-Spang/ed Comics, 402,
428
Star-Spangled Kid (female),
301
stepdaughter of
Stripsey, 301
Star-Spangled Kid (male), 428,
470, 559, 581, 616, 637
Infinity Inc., member of,
300
Super Squad, member
of, 300
Star-Spangled Lass, 180
Startling Comics, 440, 559
Starwinds Howl, 526
Static (comic book, Milestone
Comics), 9, 345, 471
Static (superhero, Eclipse
Comics), 194
Static (superhero, Milestone
Comics), 345, 565
See also Static Shock
Static Shock (animated
series), 345, 346, 471, 494
Justice League of Ameri-
ca guest stars on, 297
Static Shock (comic book), 68,
472
Static Shock (superhero), 345,
471-472, 565
Staton, Joe, 144, 199, 385
Statue of Liberty, 559
Steacy, Ken, 38
Steadman, Ralph, 353, 651
Steamboat, 126
Sreampunk, 16
Steckler, Ray Dennis, 107
Steel (movie, 1997), 472
Steel (superhero), 9, 359,
472-473, 518, 549, 553,
581
Justice League of Ameri-
ca, member of, 294
Steel Harbor, 168, 488
Steel Sterling, 35, 574
Steel the Indestructible Man,
473, 560
Steeljack, 39
Steeplejack, 355
Steinem, Gloria, 535, 629
Stephenson, Neal, 583
Steranko History of Comics,
502
Steranko, Jim, 36, 75, 182,
334, 363, 364, 422, 501
Stern, Howard, 541
Stern, Roger, 47, 288, 453,
527
Steve Canyon (comic book),
81, 248
Steve Jackson Games' GURPS
(General Universal Role-Play-
ing System), 514
Steven Spielberg Presents
Freakazoid!, 493
Stevens, Dave, 234,
350-351, 406, 407, 504,
573
Stevens, Drake, 76
Stevens, Jared, 189
Stevens, Leslie, 458
Stewart, Alex, 527
Stewart, John, 7, 9, 297, 487,
582
Stewart, Mel, 380
Stewart, Patrick, 655 (ill.)
Stick, 162, 164
Stiers, David Ogden, 297
Stigma, 416
Stiller, Ben, 105, 109, 168
Stilt-Man, 162, 578
Stingaree, 342
Stinger, 24
Stingray, 33, 476
Stinky Diver, 493
Stone, Jeremy, 622
Stone, Kim, 82
Stone Man, 181
Stone Men of Saturn, 598
TH£ SUPBBHeiZO BOOK
*5
Index
Stone, Victor, 529
Storm (X-Men), 8, 95, 186,
358, 536, 538, 565, 569,
642, 654, 655, 655 (ill.),
656, 659
Storm, Johnny See Human
Torch (Marvel)
Storm, Sue See Invisible Girl
Storms, Bob, 525
StormWatch, 44, 157, 622,
624
Stormy Foster, 559
Straczynski, J. Michael, 400,
454, 455, 505, 520
Stradley, Randy, 167, 337
Straight Arrow, 356
Strange Adventures, 43, 59,
441, 444, 499, 502
Strange /Adventures
#205 (Deadman's
debut), 176
The Strange Case of Dr. Jekyll
and Mr. Hyde (novel), 257
Strange, Professor Hugo, 68,
573
Strange Tales, 206, 334, 363,
429, 501
Strange Tales #146, 183
(ill.)
The Strangers (comic book),
365, 368, 608
The Strangers (superteam),
608
Strauss, Charles, 545
Strauss, Eric, 189
Strauss, Linda, 189
Strazewski, Len, 449, 608
Streaky the Super-Cat (Super-
girl's cat), 138, 304, 489,
541, 561, 562
Streamline Pictures, 150
Street and Smith, 180, 181,
420, 421, 422, 511
Street Enterprises, 554
Street Fighter, 156
Streisand, Barbra, 524
Strick, Wesley, 549
Strike! (superhero), 194
Strikeforce: Moritoh, 325
Striker (publishing company),
238
Striker, Fran, 238, 508, 511
Strimpell, Stephen, 107, 109
(ill.)
Stripesy (sidekick), 301, 428,
559, 616, 637
Stripperella (animated series),
474, 494
Stripperella (superhero),
473-474
Strnad, Jan, 41, 54
Strobe, 105, 109
Stromm, Dr. Mendel, 461
Strong, Danny, 98
Strong, Lancelot, 560
Strong Man, 491
Strong, Tara, 391
Strong, Tom, 16, 17
Strongarm (Youngblood vil-
lain), 202
Strongman, 139
Struke, Morgan, 157
Stryfe, 580, 653
Stryke Force, 157
Stryker, 26, 157
Stryker, William, 657
Stryker, Willis, 387
Stuart, Alistaire, 647
Stuart, Mary Ellen, 236
Studi, Wes, 109
Studio Go!, 393
Studio Proteus, 38
Stuff, 616
Stuff Jr., 616
Stunt Man Stetson, 186
Stuntman (comic book), 248
Sub Girl, 583
Sub-Mariner (animated series),
490
Sub-Mariner (comic book), 91,
177,232,332,475,501,
654
Sub-Mariner #57, 475
(ill.)
Sub-Mariner (superhero), 23,
26, 31, 47, 112, 206, 208,
230,287,326,356,373,
433, 435, 457, 474-476,
487, 499, 510, 518, 531,
533, 563, 565, 566, 569,
572, 577, 579, 584, 585,
586, 587, 636, 637, 638
in All-Winners Squad,
284
attempts to revive in
1950s, 333
origin of, 332
postwar resurrection of,
233
in World War II, 231
Submen, 601
Subterraneans, 601
Suffra-jet, 603
Suicide Squad, 56, 359, 531,
570
Sullivan, Chloe, 484
Sultan, Charles, 84, 99
Sultan of Speed, 510
Summers, Alex, 642
Summers, Buffy See Buffy the
Vampire Slayer
Summers, Dawn, 98
Summers, Joyce, 96
Summers, Nathan, 647, 652
Summers, Rachel, 120, 646
Summers, Scott, 318, 626,
641, 642, 646, 659
Summers, Tyler, 653
Sun Boy, 308
Sun Girl, 91, 534
Sunfire, 95, 358, 643, 654
Sunfire II, 369
Sunnydale (city), 96, 98
Sunnydale High, 97, 98
Sunrise, 408
Sunspot, 570, 650, 653
Super S (Filipino movie), 284
Super Friends (animated
series), 31, 60, 65, 96, 246,
296,403,477,478,479,
492, 499, 501, 524, 542,
545, 552, 572, 590, 630,
632, 633
Super Friends (superheroes),
296, 477-479, 493, 564
The Super Friends Hour (ani-
mated series) See Super
Friends (animated series)
Super Friends — The Legendary
Super Powers Show (animat-
ed series) See Super Friends
(animated series)
Super Fuzz (1980), 108
The Super Globetrotters (ani-
mated series), 105, 247, 492
Super Goof, 104
Super Graver, 525
Super Islaw (Filipino movie),
284
Super Juice, 107
Super Khakalovich, 560
Super Lopez (Spanish super-
hero), 284
Super Mouse See Mighty
Mouse
Super Mouse #14, 222
Super Nintendo video game
system, 607
Super Powers (action figures),
296, 362, 363, 478
Super Powers Team See Super
Friends
Super Powers Team: Galactic
Guardians, 9, 479, 493
Super President, 491
Super Pumby (Spanish super-
hero), 284
Super Rabbit (comic book), 332
Super Rabbit (superhero), 102
Super Saiyans, 191
Super Samurai, 492
Freedom Force, member
of, 290
Super Scuba, 491
Super Six, 491
Super Skrull, 577
Super Soldier, 590
Super Spider-Man, 120
Super Squad (superteam),
300
Super Stretch and
Microwoman, 492
Super Turtle, 102
Super-American, 637
Super-Archers, 479-481
See also The Archer,
Arrow, Arrowette, Gold-
en Arrow, Green Arrow,
Hawkeye, Speedy, The
Spider
Superbabes, 514
Superboy (animated series),
295, 545
Superboy (comic book), 309,
483
Superboy #188, 481
(ill.)
Superboy #204, 308
(ill.)
Superboy (superhero), 12, 13,
110, 173, 310, 314, 414,
428, 472, 481-483, 495,
500, 510, 540, 542, 561,
568, 586, 589, 590, 593
Superooy (TV series), 314,
484, 542, 548, 552
Superboy and the Ravers, 180,
368, 483
Superboy in the Media,
483-485, 484 (ill.)
Superboy Starring the Legion
of SuperHeroes, 503
Superchick (1971), 108
Supercities, 485-488
See also Asgard, Astro
City, Atlantis, Cinnabar
Flats, Golden City,
Gotham City, Metropo-
lis, Paradise Island,
Smallville, Steel Har-
bor
Superduperman, 626
Superfly, 7
Superfool, 627
Super-Girl, 373
Supergirl (movie, 1984), 490,
546
Supergirl (superhero), 56,
138, 303, 304, 308, 309,
315, 318, 351, 429, 432,
472, 482, 488-490, 501,
510, 534, 536, 537, 541,
542, 546, 549, 561-563,
586, 589, 592
t^
TH£ SUPBBHeiZO BOOK
Index
Supergirl #3, 489 (ill.)
Superhero Cartoon Shows,
490-494
Superhero Collectibles: A Picto-
rial Price Guide, 522
Superhero Comics of the Gold-
en Age: The Illustrated Histo-
ry (1992), 229, 428, 638
Superhero comics
end of after World War II,
232, 332-333
sidekicks in, 230
Superhero Confidants,
494-497
Superhero Creators, 497-505
artists, growing stature
of, 503-504
Bronze Age of Comics
(1970-1979),
502-503
future of, 505
Golden Age of Comics
(1938-1954),
497-499
Marvel Age, 500-501
"rock star" artists, first
ones, 501-502
Silver Age of Comics
(1956-1969),
499-500
speculation boom and,
504-505
Superhero Headquarters,
505-508
See also Avengers Man-
sion, Batcave, Bottle
City of Kandor, Clock-
tower, Fortress of Soli-
tude, Four Freedoms
Plaza, Teen Tower, The
Watchtower, Xavier
Institute for Higher
Learning
Superhero Movie Serials,
508-509
Superhero Nicknames,
509-511
Superhero Radio Series,
511-512
Superhero Role-Playing
Games, 513-515
Superhero Slogans, 515-516
Superhero Vulnerabilities,
516-519
Superheroes
definition of, 229
explosion of
(1940-1941), 230
first (Superman, June
1938), 229
patriotic, creation of, 231
secret identities, use of,
230
spread of, 229-230
traits of, 230
World War II, fighting in,
230
Superheroes and Celebrities,
519-520
Superheroes and the Popular
Culture, 520-525
Superheroes in Prose,
525-528
Superheroes on television,
434-435
Superheroes with Disabilities,
528-531
See also Aquaman (post-
amputation), The
Black Bat, Black
Dwarf, Cassandra,
Daredevil, Dr. Mid-Nite,
Eclipso, Freemind,
Human Fly, Jericho,
Oracle, Professor X
(Charles Xavier), Psy-
locke, Puck, Silhou-
ette, Tom Thumb
Superheroines, 531-538
first major costumed,
348
spread of, 230
See also Batgirl, Bat-
woman, Black Canary,
Black Cat, Catwoman,
Elektra, Fantomah,
Hawkgirl, Invisible Girl,
Lady Luck, Mary Mar-
vel, Miss Fury, Phan-
tom Lady, Phoenix,
She-Hulk, Spider-
Woman, Storm, Super-
girl, Super-Hip, Supre-
ma, Tomb Raider (Lara
Croft), Woman in Red
(first costumed super-
heroine), Wonder
Woman
Super-Hip, 103
Superhypnotist, 627
Superior Comics, 373
Superman (animated series),
172, 174, 295, 483, 493,
543, 549, 575
Superman (comic book), 9,
373,416,418,471,472,
480, 483, 493, 499, 500,
503-505, 509, 524, 525,
531, 548, 552, 561, 589,
636, 638
Superman #1 (Super-
man's solo series,
Summer 1939), 229,
539, 539 (ill.)
Superman #75, 542
Superman #76, 586
Superman #170, 519
Superman #233, 94
Superman (comic strip), 58,
305, 542
Superman (movie, 1948), 526,
540
Superman (radio program), 62,
303, 402, 511, 525
Superman (superhero), 22,
29,32,34,58,65,122,
172-174, 176, 185, 247,
296,297,303,305,310,
311,313,317,324,342,
356,362,363,371,372,
377,383,392,428,429,
439, 446, 469, 470, 472,
477-479, 481, 483, 486,
488-490, 495, 497-499,
502-504, 506, 507, 509,
510, 512, 515-517, 520,
522-524, 527, 531, 533,
534, 538-543, 544, 545,
548, 551-554, 556, 562,
563, 564, 566, 568, 569,
572-576, 578-580, 586,
588-590, 597, 606, 613,
627, 633, 635-638
death of, 352, 472,
479, 482
debut of, 229
Earth-Two Superman,
299
Justice League of Ameri-
ca, founding member
of, 293
in World War II, 231
Superman and Spider-Man
(animated series), 588
Superman and the Mole Man
(movie, 1951), 540, 544
Superman/Batman (animated
series), 490, 549
Superman Family, 372
Superman in the Media,
543-549, 547 (ill.)
Superman: Last Son of Kryp-
ton, 526
Superman Lives, 549
Superman/Madman Hulla-
baloo! (1997), 323
Superman: Miracle Monday,
526
Superman Peanut Butter, 524
Superman Pretzels, 524
Superman Reborn, 549
Superman Revenge Squad (vil-
lains), 550
Superman: The Animated
Series, 297
Superman: The Complete Histo-
ry (1998), 7
Superman: The Man of Steel,
549
Superman: The Movie (movie,
1978), 96, 175, 307, 483,
495, 524, 542, 545, 546
Superman II (movie, 1981),
307,314,546
Superman III (movie, 1983),
314, 484, 546
Superman IV: The Quest for
Peace (movie, 1987), 483,
542, 548
Superman V (movie, never
made), 548
Superman: The New Movie,
548
Superman: The 10-Cent Adven-
ture, 490
Superman: The Wedding
Album, 542
Superman vs. Aliens, 589
Superman vs. Muhammad AH,
519, 588
Superman vs. Shazam!, 588
Superman vs. The Amazing Spi-
der-Man, 95, 95 (ill.), 174,
334, 452, 542, 588
Superman vs. The Terminator,
589
Superman vs. Wonder Woman,
588
Superman Villains, 549-552
The Superman-Aquaman Hour
of Adventure (animated
series), 31, 295, 483, 491,
545
Superman's Family Album,
483, 548
Superman's 50th Birthday Spe-
cial (TV special), 548
Superman's Fortress of Soli-
tude, 314, 472, 506, 552
Superman's Girl Friend Lois
Lane (comic book, 1958),
372, 501, 540
Superman's Pal Jimmy Olsen,
93,175,361,371,374,
429, 500, 519, 540, 551
Superman's Weapons and
Gadgets, 552-553
Supermedia, 553-554
Supermobile, 572
Supernatural Heroes,
554-558
See also Brother
Voodoo, Crow, The
Demon, Dr. Strange,
TH£ SUPBBHeiZO BOOK
ty
Index
Dr. Thirteen, Ghost
Rider, Mandrake the
Magician, Morbius,
Phantom Stranger,
Spectre, Swamp Thing,
Vampirella, Witch-
blade, Wraith, Zatanna
Super-Patriot (Captain America
replacement), 114, 561
SuperPatriot (cyborg), 416
Superpatriot (superhero), 561
Superpatriots, 558-561
See a/so Captain Ameri-
ca, Fighting American,
Fighting Yank, Miss
Liberty, The Shield,
Star-Spangled Kid and
Stripesy, Uncle Sam
Superpets, 561-562
See a/so Ace the Bat-
Hound, Beppo the
Super-Monkey, Comet
the Super-Horse, Kryp-
to the Superdog,
Legion of Super-Pets,
Proty II, Redwing,
Streaky the Supercat
Superpowers (comic book),
128
Superpowers, 562-566
Superpup, 545
Supers, 514
Super-Skrull, 206, 208
Supersnipe, 101
Supersonic Man (1978), 108
Superstretch and
Microwoman, 471
Super-Team Family, 588
Superteams, 566-571
See also Ail-Star
Squadron, All Winners
Squad, Alpha Flight,
The Authority, The
Avengers, Birds of
Prey, The Champions,
Crime Crusaders Club,
The Defenders,
Defenders of the
Earth, Doom Patrol,
Eternals, Excalibur,
Fantastic Four, Fern-
force, Freedom Fight-
ers, Gen 13, Green
Lantern Corps,
Guardians of the
Galaxy, Infinity, Inc.,
The Inhumans, Justice
League of America,
Justice Society of
America, Legion of
Super-Heroes, Marvel
Family, New Gods, New
Guardians, The New
Mutants, The New War-
riors, Seven Soldiers
of Victory, S.H.I. E.L.D.,
Squadron Supreme,
Suicide Squad, Teen
Titans, T.H.U.N.D.E.R.
Agents, Ultimates,
Watchmen,
WildC.A.T.S, X-Men,
Young Allies, Young-
blood
Superteen, 434
Supertown, 487, 571
Supervehicles, 571-573
Super-Villain Team Up, 476,
579, 587-588
Supervillains, 573-580
See also Abomination;
Bane; Baron Gestapo;
Brother Blood; Bulls-
eye; Catwoman; Chee-
tah; Chemo; Chronos;
Clayface; Composite
Superman; Dark
Phoenix; Darkseid;
Diamondback; Doctor
Destiny; Doctor Doom;
Dr. Octopus; Doctor
Polaris; Dr. Sivana;
Doomsday; Eclipso;
Egghead; Executioner;
Fatal Five; Fatality;
Galactus; Granny
Goodness; Green Gob-
lin; Grodd; Hitler,
Adolf; Jagga the Space
Raider; Joker; Kang
the Conqueror; King-
pin; Kraven the
Hunter; Leader;
Legion of Doom;
Legion of Super-Vil-
lains; Loki; Luthor,
Lex; Mace; Mad Mod;
Magneto; Mephisto;
Mr. Freeze; Mr. Mxyzt-
plk; Mole Man; Mordru
the Merciless; Pen-
guin; Poison Ivy; Ra's
al Ghul; Red Skull; Rid-
dler; Sand Superman;
Sauron; Scarecrow;
Shotgun; Sinestro;
Solomon Grundy;
Strange, Professor
Hugo; Titano the
Super Ape; Two-Face;
Typhoid Mary; Ultra-
Humanite; Ultron; Van-
dal Savage; Venom;
Weather Wizard; Xog
the Evil Lord of Saturn
Supervolador (Mexican super-
hero), 284
Superweapons, 580-582
Superworld, 513
Superworld Comics, 440
Supreme (comic book), 203
Supreme #2, 202 (ill.)
Supreme (superhero), 15,
562, 563
Supreme Headquarters Inter-
national Espionage Law-
Enforcement Division
(S.H.I.E.L.D.), 6, 77,86,
113, 164, 331, 363, 364,
464, 569
Supreme Power, 400, 418,
520
Surge (DNAgents), 193, 570
Surtur, 599
Sutherland, Donald, 96
Sutherland, Kristine, 96
Swamp Thing (comic book), 4,
94, 383, 493, 503, 526,
555 (ill.), 614, 615
Swamp Thing (superhero),
174, 517, 557, 579, 587,
613
Swan, Curt, 500, 309, 541
Swann, Dr. Virgil, 485, 549
Swann, Donald, 110
Swanson, Kristy, 380, 96
Swayze, Marc, 126, 336
Sweet, Matthew, 150
Sweet Tooth, 65
Sweethearts, 132
Swift (Shen Li-Min), 44
Sword, 597
Sword of Justice (1978-1979),
147
Sword of Might, 119, 121
Sword of the Atom, 41
Sword-and-sorcery genre, 334
Swordsman, 582
Sykes, Larry, 52
Sykes, Norbert, 52
Syn, 169
Synch, 649, 650
Szwarc, Jennot, 546
Tadano, Kazuko, 411
Tagami, Yoshihisa, 21
Tajima, Sho-u, 322
Takada, Yuzo, 393
Takahashi, Kumiko, 133
Takahashi, Ryosuke, 408
Takaya, Yoshiki, 20
Takenouchi, Kazahisu, 411
Takeuchi, Naoko, 132, 411,
413
Takuya, Yamashiro, 457
Tala, Queen of Darkness, 382,
383
Talalay, Rachel, 583
Talbot, Lyle, 509, 544
Tales from the Crypt, 556
Tales of Suspense, 47, 112,
115, 480, 535
Tales of Suspense #29
(Iron Man's debut),
288
Tales of Suspense #79,
289 (ill.)
Tales of the Teen Titans, 367,
592
Tales to Astonish, 23, 46, 289,
334,476,617,618
Talia, 60, 67,70, 316
Talisman, 11
Talpa, 409
Tanarok, 382
Tang Seng, 189
Tangled Web, 455
Tank (DNAgents), 193, 570
Tank Girl, 537, 583-584, 584
(ill.)
Tank Girl (movie, 1991), 583
Tank Girl: The Apocalypse, 583
Tank Girl: The Odyssey, 583
Tank Girl 2 (movie, 1993), 583
Tapestry, 622
Tara (Buffy the Vampire Slayer),
97,98
Tara (The Herculoids), 246
Tara (Wonder Comics), 440
Tarantino, Quentin, 525
Tarantula, 300, 601
Target Comics, 440, 442, 443,
558
Tarka, 440
Tarleton, Stuart, 544
Tarmack, 471
Taro, Rin, 37
Tartakovsky, Genndy, 391
Tartarus, 593
Tarzan (action hero), 95, 174,
589
Tarzan (comic book), 168, 500
Tarzan and the Super 7 (ani-
mated series), 34, 65, 290,
464, 471, 492
Task Force Games, 514
Tasmanian Devil, 567
Tatara, the Holy Elder, 321
Tatsunoko Animation, 72
Tatsunoko Fight, 135
Tatsunoko heroes, 21, 134
ffi
TH£ SUPBBHeiZO BOOK
Index
Tatsunoko Productions, 19,
21, 134, 411, 448, 449,
595
Tatsunoko Studio, 408
Tattletale, 206, 389
Tattooed Man, 575
Tavarez, Jacqueline, 405
Taylor, Carin, 158
Taylor, George, 540
Taylor, Lorin, 75
Taylor, Zack, 343
T'Challa See Black Panther
TDF, 606
Teague, Lewis, 297
Team 7, 624
Team Superman, 472
Team Youngblood, 202
Teamo Supremo, 494
Team-ups and Crossovers,
584-590
Batman and Superman
together, 585-586
in The Brave and the
Bold, 587
cross-company
crossovers, 589-590
crossovers, definition of,
586
first comics crossover
(Human Torch and
Sub-Mariner),
584-585
first superteam, 585
mega-crossovers,
588-589
in movies, 590
1970s, proliferation of
team-ups during,
587-588
Spider-Man and Super-
man together, 588
in Silver Age of Comics
(1956-1969),
586-587
team-up, definition of,
586
on television, 590
Technet, 647
Tedrow, Irene, 456
Teen Brigade, 112
Teen Force, 439
Teen Titans (animated series),
403, 567
Teen Titans (comic book), 68,
103, 176, 180, 193, 202,
250, 430, 479, 494, 501,
591, 593, 616
Teen Titans #1, 590,
592
Teen Titans #16, 591 (ill.)
Teen Titans #53, 591
Teen Titans (superheroes), 7,
30, 41, 59, 76, 125, 138,
173, 188, 237, 296, 373,
375, 402, 403, 480, 483,
487, 507, 518, 530, 535,
563, 564, 567, 570, 576,
580, 581, 590-593, 629
Teen Titans Spotlight, 592
Teen Wonder See Robin the
Teen Wonder
Teenage Mutant Ninja Turtles
(animated series), 449, 595
Teenage Mutant Ninja Turtles
(comic book), 105, 416,
504, 514, 589, 595
Teenage Mutant Ninja
Turtles #1, 594 (ill.)
Teenage Mutant Ninja Turtles
(superheroes), 184, 343,
582, 593-595
Teenage Mutant Ninja Turtles:
The Movie, 595
Teenage Mutant Ninja Turtles:
The Secret of the Ooze (sec-
ond movie), 595
Teenage Mutant Ninja Turtles 3
(third movie), 595
Teenage superheroes, 2-3,
10, 21, 65, 72-74, 77, 124,
225, 228, 230, 307-310,
427-430
Tekkaman (comic book), 134
Tekkaman (superhero),
595-597
Tekkaman Blade, 596
Tekkaman Blade II, 597
Tekkaman Omega, 597
Tekkmen Evil, 597
Teknoman, 597
TEM Publications, 139
Tempest, 32, 33, 188, 317,
430,487,565,592
See also Aqualad
Templesmith, Ben, 445
Temps, 527
Tempus Fugitive, 38
Tenchi, Hiromi, 596
Terasawa, Buichi, 38, 147,
190
Terishokova, Adrianna, 622
Terminator (action hero), 352,
494, 530, 582, 592
Terminator (comic book), 168
Terminator films, 134
Termites from Venus, 478
Terra, 374, 592
Terra Obscura, 17, 488, 532
Terra II, 592
Terra-Man, 551, 579
Terrestrial Defense Forces,
606
Terrible Trio, 69
Terrific Whatzit, 102
Terhgen Mist, 33
Terror, 603
Terry and the Pirates (comic
book), 81, 248
Terry, Nick, 76
Terrytoons, 101
Teschmacher, Miss Eve, 546
Tesla, 16
Tess/'e the Typist, 91
Tetsuwan Atom See Astro Boy
Texas Comics, 197, 198
Texas Pete, 493
Tezuka, Osamu, 18, 20, 36,
148, 150, 190, 322
Tezuka Productions, 38
Thanos, 123, 437190
Thaxter, Phyllis, 483
Thelma and Louise, 583
T.H.E.M.,364
Themyscira, 628, 630, 631,
635, 636
See also Paradise Island
Thena, 571
Thiebaut, Dominique, 157
Thin Man
in the Invaders, 286
in Liberty Legion, 285
The Thing (animated series),
209
The Thing (comic book), 207
The Thing (superhero), 142,
182, 205-210, 246, 285,
357, 387, 433, 516, 563,
567, 578, 586, 587
Thing-Ring, 207, 209
Thinker, 573
Thirst, 32
This American Life, 563
Thomas, Andrea See Isis
Thomas, Dai, 647
Thomas, Dann, 630
Thomas, Everett, 649
Thomas, Roy, 6, 47, 90, 123,
144, 177, 184, 209, 227,
284, 285, 286, 300, 331,
387, 404, 476, 501, 567,
624, 643
Thompson, Bud, 124
Thompson, Flash, 83, 451
Thompson, Jill, 504, 631
Thompson, Jimmy, 403, 404
Trior (comic book), 335, 503
Trior #151, 599 (ill.)
Thor (Fantastic Four animated
series, 1994-1996), 210
Thor (superhero), 46, 48, 178,
334, 372, 433, 435, 487,
495,498,511,516,525,
530, 563, 568, 577, 578,
581, 586, 590, 597-600
Thor Corps, 600
Thor, Lord of Asgard, 600
Thor: Vikings, 184
Thorism, 600
Thorn, 530, 574, 580
Thorndyke, Hamilton J., 52
Thornn, 652
Thorpe, David, 120
Thorpe, Riley, 52
Thrakkorzog, 603
Three Stooges, 64
Threshold (Gen 13 villain),
225,227
Thrilling Comics, 532
Thrill-O-Rama (comic book),
249
T.H.U.G.G.,473
Thumbelina, 180
Thunder, 375, 570
T.H.U.N.D.E.R. Agents (comic
book), 501, 600, 602
T.H.U.N.D.E.R. Agents #3,
601 (ill.)
T.H.U.N.D.E.R. Agents
(superteam), 77, 434, 564,
570, 580, 600-602
Thunder and Lightning, 593
Thunder Girl, 74, 75
Thunder, Johnny, 79, 298,
565, 566, 585
T.H.U.N.D.E.R. Squad (non-
superpower agents), 601
Thunderbird, 358, 643, 652,
654
Thunderbolt (superhero), 565
Thunderbolt #52, 145 (ill.)
Thunderbolts (comic book),
368, 481
Thunderbolts (superteam), 77,
507
Thundercats, 515
Thundergirl, 493
Thundersthke (comic book),
425
Thundersthke (superhero),
599, 600
Thurman, Uma, 67, 70, 538
The Tick (animated series),
106, 603, 603 (ill.), 604
The Tick (comic book), 106,
603, 604
The Tick #1, 602
The Tick #4, 602
The Tick (superhero), 106,
493, 602-604
The Tick (TV series), 106, 493
Tick Cave, 602
Tiger Beat, 402
TH£ SUPBBHeiZO BOOK
»9
Index
Tiger Boy (superhero), 138,
249
Tiger Shark, 32, 69, 476
Tiger-Man (comic book), 138
Tiger-Man #2, 137 (ill.)
Tiger-Man (superhero), 95
Tigra the Werewoman, 36, 47,
135-136, 137, 587
Tigress of the Sea, 89
Tike Alicar, 653
Time (magazine), 549, 552
Time Trapper, 308, 576
Timely Comics, 5, 77, 356,
418, 427, 474, 475, 498,
522, 533, 559, 584, 585
See also Marvel Comics
Timm, Bruce, 66, 297, 363
Tin (Metal Men), 340, 341,
567
Tina (Metal Men) See Platinum
Tinker, 341
Tinkerer, 451
Tinseltown, 533
Tiny (Battle of the Planets), 73
Tiny Avenger, 106, 531
Tippy Teen (character), 601
Tippy Teen (comic book), 602
Titan (comic book), 169
Titan (superhero), 571
Titan A.E. (movie), 604
Titan Talk, 202
Titanium Man, 288, 577
Titano the Super-Ape, 307,
550, 576
The Titans, 592
The Titans #1, 592
Titans Tower, 507, 567, 591,
593
Titans West, 76, 591
TNT, 607
Toad, 578, 649, 654, 656,
658
Tobal No. 9, 190
Tobio, 36
Tobor the Robot, 440
Todd McFarlane Productions
(TMP), 405, 446
Todd McFarlane's Spawn, 493
Todd, Jason See Robin the Boy
Wonder
Todman, Bill, 656
Toei Animation, 411
Toei Company Ltd., 343, 457
Toei Studio, 190
Toho Studios, 19
Tojo, Hideki, 139
Tokoro, Juzo, 22
Tokyo Movie Shinsha (TMS),
150
Tokyo Tower, 133
TOKYOPOP 21, 134, 406, 413
Tolkien, J. R. R.,512
Tom (Moby Dick and the Mighty
Mightor), 246
Tom Corbett, Space Cadet (TV
show, 1950-52), 440
Tom Strong (comic book), 488,
532
Tom Strong (superhero), 563
Tom Strong's Terrific Tales, 16
Tom Thumb, 186, 529, 573
Tom Thumb Blackhawk, 89
Tomahawk (comic book), 560
Tomahawk (superhero), 560
The Tomb of Dracula, 94, 334,
501, 503
Tomb Raider, 538
See also Croft, Lara
Tomino, Yoshiyuki, 22, 37
Tommy the Amazing Kid, 27
Tommy Tomorrow, 440
Tomoeda Elementary School,
133
Tomorrow Stories, 16, 368
Tomorrow Woman (Justice
League of America member),
295
Tonia (Daredevil), 313
The Tonight Show, 648
Tonto, 355, 356, 495
Too Much Coffee Man, 106
Toon Disney, 494
Toonopedia, 532
The Top, 575
Top Cow Comics, 21, 74, 581
Top Cow Productions, 157,
400, 557
Top Ten (comic book), 16, 369,
488, 570
Top Ten (publisher), 563
Topaz, 609
Top-Notch Comics, 427
Top-Notch Comics #7,
585
Tor {Moby Dick and the Mighty
Mightor), 246
Torch, 475, 585
Torchy Blaine, 305
Toriumi, Jinzo, 134, 448
Toriyama, Akira, 190, 22
Tornado Man, 491
Tornado Twins, 564
Toro, 5, 427, 428, 566, 585
All-Winners Squad, mem-
ber of, 284
Kid Commandos, mem-
ber of, 286
Torpey, Frank, 332
Tortosa, Wilson, 22, 74
Total Eclipse (1988-1989),
348
Toth, Alex, 208, 246, 298,
438, 477, 499, 633
Totleben, John, 347
Tough Kid Squad (super-
heroes), 284
Touya, 133
Tower Comics, 33, 77, 434,
501, 570, 600, 602
Townsend, Robert, 9, 108
Townsville, 391, 538
The Toxic Avenger, 108
The Toxic Avenger, Part 2
(1989), 108
The Toxic Avenger, Part 3: The
Last Temptation of Toxie
(1989), 108
Toxic Crusader (superhero),
493
Toxic Crusaders (comic book),
108, 493
Toy Biz (conglomeration with
Marvel Comics), 335
Toy Vault, 40
Toyman, 478, 548, 549, 550,
551, 574
Toyman II, 551
Trachtenberg, Michelle, 98
Trainer, Carolyn, 460
Trainor, Larry, 187
Transformers, 515
Transia, 417
Translux, 448
Trask, Dr. Bolivar, 659
Trask, Nicholas, 424
Trasnu (Iberia Inc.), 284
Travis, Lee, 553
Tremayne, Les, 130
Trendle, George W., 238, 508
Trent, Tony, 553
Trevor, Diana, 630
Trevor, Steve, 314, 628, 630,
631, 633-635
Trevor, Steve Jr., 635
Triad (Gen 13), 226, 310, 568
Triada Vertice (Spanish super-
heroes), 284
Trial of the Incredible Hulk,
165
Tribal Force, 359
Tribe, 570
Tribune, 610
TriCity Games, 514
Trickster, 575
Trident, 494
Trigger, Ian, 209
Trigon, 591, 592
Trimpe, Herb, 119, 625
Trini Kwan, 343
Triplicate Girl, 308, 309, 310,
568
Tri-Sentinel,453
Triton, 33
Trixie, 448
Troia See Wonder Girl
Troll (comic book), 202
Troma Studios, 108, 493
Tronn, Alec See E-Man (super-
hero)
Troupe, Ron, 554
Troy, Donna, 592, 593, 629,
631
Trueno (Iberia Inc.), 284
Truman, Tim, 351
Trunks, 191
Truth, 9
TSR Games, 512, 514, 526
Tsuburaya, Eiji, 605
Tsuburaya Productions, 19,
606, 607
Tsukino, Usagi See Sailor
Moon
Tsukiro, 325
Tub (Moby Dick and the Mighty
Mightor), 246
Tucci, William, 425,426
Tula, 33, 317
Tundra (publisher), 323
Tundro (The Herculoids), 246
Turbo Charge, 608
Turbo Timmy, 494
Turm Garten, 325
Turman, Glyn, 328
Turner, Dwayne, 45
Turner, Linda See Black Cat
Turner, Ted, 607
Turok, 589, 611-613
Turtle, 148
Tuska, George, 47, 289, 386,
387
Tut (pet crow), 290
Tuxedo Mask, 412
TV Guide, 537
Twabley, Phineas, 421
Twain, Mark, 26
Twain, Shania, 406
Tweedledee, 69, 574
Tweedledum, 69, 574
Twentieth Century Fox, 210,
343, 632
Twenty-first Century Film Cor-
poration, 116
The Twilight Zone, 605
Twist, Tony, 446
The Two Faces of Tomorrow,
134
Two-Face, 60, 67, 69, 70, 573,
591
Two-Gun Kid (superhero), 48
Two-Gun Kid (comic book), 333
TwoMorrows, 184
Twoyoungmen, Michael, 10
Tyler, 653
ffcO
TH£ SUPBBHeiZO BOOK
Index
Tyler, Ginny, 437
Tyler, Tom, 127, 129, 378,
379, 509
Typhoid Mary, 164, 580
Tyroc, 309
U: TUH, 608
UFO, 596
U-Go Girl, 570, 653
Ulik, 578, 599
Ully, 409
Ulthoon,4
Ultiman, 74, 75, 147
Ultiman Comics, 74
Ultiman Giant, 75
Ultimate Adventures
(2002-2004), 107
Ultimate Fantastic Four
(2004- ), 208
The Ultimate Silver Surfer
(1999), 528
Ultimate Spider-Man, 83, 335,
454, 455, 458, 464
The Ultimate Super-Villains
(1996), 528
Ultimate X-Men, 645
The Ultimates (comic book),
87, 520, 568
The Ultimates (superteam), 48
Ultra Boy, 308, 318, 517, 568
Ultra Girl, 2
Ultra Q, 605
Ultra the Multi-Alien, 4, 441
UltraForce (comic book), 493,
609, 610
UltraForce (superteam), 359,
569, 607, 608
Ultraforce (TV series), 365
Ultra-Humanite, 540, 550,
573
Ultraman (comic book), 19,
606
Ultraman #1, 607
Ultraman (superhero),
605-608
607, 608
Ultraman Ace, 606
Ultraman Cosmos, 606
Ultraman Dyna, 606
Ultraman Gaia, 606
Ultraman Powered, 608
Ultraman: The Adventure
Begins, 607
Ultraman: The Ultimate Hero,
607
Ultraman Tiga, 606, 608
Ultraman: Towards the Future,
607
Ultraman USA, 607
Ultrapato (Mexican super-
hero), 284
Ultraseven, 606, 607
Ultraverse, 352, 365, 608,
610
Ultraverse: Future Shock, 610
Ultraverse Heroes, 608-610
Ultron, 47, 577
UMA, 607
U-Man (villain), 31, 285
UMAX, 553
Umeta, Andrew, 596
Umezu, Yasuomi, 135
Una, 122, 123
Uncanny Tales, 602
Uncanny X-Men (animated
pilot), 654
Uncanny X-Men (comic book),
22, 369, 425, 503, 528
Uncanny X-Men #414,
368 (ill.)
Uncle Arthur, 103
Uncle Ben See Parker, Ben
Uncle Dudley, 131
Uncle Marvel, 128, 337, 567
Uncle Sam (comic book), 88,
466, 497, 558
Uncle Sam (superhero), 83,
84, 95, 185, 186, 231,
558, 560, 567, 637
Underdog, 103, 144, 490,
523
U.N.D.E.R.S.E.A.,33
Undersea Agent, 33, 601
Understanding Comics, 38
Undertaker, 186
Underwood, Jay, 209, 484
Unearthly Spectaculars, 249
UNI Games, 514
Union, 624
Union Jack (English super-
hero), 285, 286
United Kingdom, 527, 602,
646
United Nations, 506, 507,
559
United Planets, 309
U.S. Army's National Protec-
tion Center, 565
U.S. Commission on Superhu-
man Activities, 561
U.S. Jones, 559
U.S. Savings Bonds, 522
U.S. Senate, 429, 523, 556,
575
U.S. State Department, 374
United World Interstellar Agen-
cies, 441
Unity 2000, 613
Universal Islands of Adven-
ture, 32
Universal Multipurpose
Agency, 607
Universal Studios, 209, 508,
608
Universal Tool (Batman's gad-
get), 72
Universe X (2000-2001), 124
Universo, 576
The Unknown Soldier (comic
book), 637
The Unknown Soldier (super-
hero), 559, 587
Untold Tales of Spider-Man,
454, 528
Unus, 658
Up, Up, and Away!, 9
UPI.595
Uran See Astro Girl
Urania, the Element Girl, 342
Urban Vision, 21, 597
Urich, Ben, 162, 419, 554
Urusei Yatsura, 391, 393
USA, 475
Usa, Chiba, 412
USA Comics #7 (1941), 330
USA Network, 413, 416, 479,
637
USAgent, 114, 561
Usher, Kinka, 109
Uslan, Michael, 131
U.S.S. Enterprise-D, 528
Utility belt (Batman's), 55, 58,
71
Vaccaro, Brenda, 546
Vachss, Andrew, 528
Vale,Vicki,59, 61, 62,66,
316, 509
Valencia, Mathew, 67
Valentine, Scott, 548
Valentino, Jim, 75, 105, 423,
505
Valiant, 358, 581, 589, 611,
612,613
Valiant Comics, 134, 226,
352, 434
Valiant Heroes, 611-613
Hargingers, Magnus,
Robot Fighter 4000
A.D., Solar, Man of the
Atom, Turok, Son of
Stone, X-0 Manowar
Valiants (Mexican super-
heroes), 284
Valkyrie, 178, 536, 569, 574,
582
Valkyries, 650
Valley, Jean Paul, 49, 61
Vamfire, 200
Vampirella (comic book), 589
Vampirella (superhero), 51,
389, 416, 426, 537, 556
Van Ark, Joan, 464
Van Dyne, Dr. Vernon, 617
Van Dyne, Janet, 23, 617
Van Houten, Millhouse, 53
Vance Astro, 441
Vance, Cindy, 53, 54
Vance, Steve, 53, 54
Vandal Savage, 297, 298, 574
Vanderveer, Stacia, 395
Vandross, Luther, 108
Vanessa (Kingpin's wife), 463
Vanguard Productions, 502
Vanisher, 181
Vantorians, 4
Vapor Man, 246, 491
Vassey, Liz, 604
Vaughn, Robert, 546
Vaughn, Wendell, 331
V-Boys, 559
Vegeta, 20, 191
Veidt, Conrad, 61
Veitch, Rick, 16, 347
Velcro (villain), 339
Velluto, Sal, 390
Velocity, 158
Ven Bergen, Lewis, 147
Vendetta, 423
Vengeance Squad, 200
Venom (comic book), 464
Venom (supervillain), 453,
457, 458, 460, 463, 466,
580, 621
Ventriloquist, 70
Venus (comic book), 91, 534
Venus (superhero), 74, 333
Venus and Mars (album), 288
Venus Dee Milo, 653
Verheiden, Mark, 351, 484
Vermin, 462
Vermin Vunderbarr, 362
Vertigo (DC Comics imprint),
175,198,351,445,504,
557, 558, 583, 613, 615
Vertigo Heroes, 613-615
See also Animal Man,
Black Orchid, Doom
Patrol, Elasti-Girl, The
Invisibles, Preacher,
Negative Man, Robot-
man, Sandman, Shade
the Changing Man,
Swamp Thing
Vesper Fairchild, 316
VH1, 542
Viacom, 458, 483, 548
Vibe (Justice League of Ameri-
ca member), 294
Vibraman, 601
Vibranium, 85
TH£ SUPBBHeiZO BOOK
*1
Index
Vicious Circle, 415, 416
Victor, Ashen, 22
Victorian Age, 515
Videx, 188
Vietnam War, 52, 434, 524,
527, 560, 627
effect on comic books,
250, 288
The Vietnam War, 560
View Master, 439, 603
The Vigilante (comic book),
509, 543
The Vigilante (superhero),
173, 572, 574, 582,
615-616
Villains and Vigilantes, 513,
514
Villainy, Inc., 603
Villarrubia, Jose, 388
Vincent, Harry, 421
Vincent, Mavis, 422
Vindicator, 10
Vintresca, Vincent, 146
Violator, 580, 444
Violent Messiahs, 445
Viper, 364, 464
Virtual Hacker, 156
Virus X, 517
Vision (superhero), 5, 47, 48,
318, 359, 404, 417, 563,
568
Vision and Scarlet Witch, 417
Visual Eyes, 603
Vita-Man, 74
Vita-Woman, 374
Vivisector, 369, 653
Vixen, 570
Justice League of Ameri-
ca, member of, 294
Viz Comics, 20, 21, 150, 191,
608
Viz Communications, 324
V-Man, 559
Vogue (Youngblood), 202
Void, 419, 622
Volcano Man, 142
Volkswagen, 449
Volstagg, 598
Voltron, 73
Voltron Lion Team See Golion
Voltzman, Fritz, 2
Von Eedon, Trevor, 287
von Gunther, Baroness Paula,
629, 634
von Kampf, Erica, 349
Voodoo (comic book), 624
Voodoo (superhero), 622, 623
Voodoo Master, 421
Voodoo Vampire, 478
Vortex, 197, 565
Vosburg, Mike, 290
Voyager Communications, 613
VR Troopers, 408
Vril Dox II, 312
Vulture, 69, 186, 451, 458,
578
Vulturo, 76
Vykin the Black, 362, 571
Vf
Wachowski, Andy, 22
Wachowski, Larry, 22
Waggoner, Lyle, 62, 634, 635
Wagner, Chuck, 146
Wagner, Kurt, 646
Wagner, Lindsay, 146
Wagner, Matt, 29, 168, 350,
504
The Wagon [The Call of Duty),
201
Waid, Mark, 29, 329, 505,
620
Waid, Mike, 208
Wakanda, 5, 85
Waldastar, 596
Waldo, Janet, 483
Waldrop, Howard, 527
Walker, Andrew Kevin, 549
Walker, Ellie Wood, 632
Walker, John, 561
Walker, Kit See Phantom
Walker, Patsy, 47, 136
Walker, Sage, 527
Wall, 456
Waller, Amanda, 570
Walt Disney Studios, 407, 493
Walter, Jessica, 184
Walters, Jennifer See She-Hulk
Wanderers, 442
Wandering Jew See Phantom
Stranger
Wane, Bruce, 576
War Adventures, 333
War Machine, 290, 581
War of the Worlds (comic
book), 442
War Room, 507
War Wheel, 89
Warbird, 123, 355
Warblade (comic book), 624
Warblade (superhero), 622
Warburton, Patrick, 603, 604
Ward, B. J., 633
Ward, Bill, 89, 99
Ward, Burt, 59, 62, 65, 68,
174, 296 (ill.), 402, 434,
523
Ward, Burton, 516
Ward, James M., 526
Ward, Senator Stewart, 463
Warlock, 437, 570, 651
Warlock, Adam, 442
The Warlord (comic book), 503
The Warlord (superhero), 600,
601
Warner Books, 526
Warner Bros., 175, 363, 415,
483, 484, 526, 542, 545,
546, 548, 549
Warner, Chris, 167, 337, 351
Warner, David, 67, 548
Warner Publishing, 175
Warpath, 652
Warren, 98, 389
Warren, Adam, 21, 413
Warren Comics, 537
Warren, Miles, 454
Warren Publishing, 51, 469,
503, 556
Warrior Woman, 285
Warriors Three, 373, 598
Warstrike, 609
Warsuit, 552
Washington, Martha, 442
The Wasp, 23, 46, 315, 318,
535, 563, 564, 568, 580,
586, 617-618
Wasp (Shadow villain), 421
Watasin, Elizabeth, 2-3
The Watch (Australian comic
book), 283
Watcher (Buffy the Vampire
Slayer), 96
Watcher (Fantastic Four), 206
Watchmen (comic book), 15,
145, 175, 324, 351, 368,
395, 399, 420, 445, 504,
571, 611, 618-620
Watchmen (superteam),
618-620, 29, 36
The Watchtower (Justice
League of America home),
295, 297, 508
Watergate, 28, 560
Watkin, Pierre, 508
Watson, Mary Jane, 82, 83,
317,451,452,458,462,
466, 496, 620-622
Watson-Parker, Mary Jane See
Watson, Mary Jane
Watts, Naomi, 583
Waverider, 250
Wayans, Damon, 9, 106, 108,
531
Wayans, Marlon, 66, 67
Wayne, Bruce, 49, 55, 56, 60,
67-69, 72, 316, 366, 367,
374, 402, 418, 482, 485,
495, 496, 505, 534, 537,
562
See also Batman (super-
hero)
Wayne Enterprises, 78
Wayne, Helena, 300
Wayne, John, 508
Wayne, Martha, 56
Wayne, Thomas, 56
WayneTech, 72
Weapon Alpha See Guardian
Weapon X (comic book), 11
Weapon X project, 660
Weapons belt (Batgirl), 72
Weapons Master, 90
Weather Wizard, 296, 575
Weatherman (villain), 297,
492
The Web (superhero), 279
Web of Horrors/Web of
Heroes, 514
Wefj of Spider-Man, 452, 453
The Web Site, 508
Web Woman, 492
Webb, Chris, 608
Webb, Jane, 64
Webb, Richard, 132
Web-Head, 510
Webster, Derek, 365
Webster, Paul Francis, 455
Webster, Victor, 657
Web-Woman, 464
Weed, 601
WeeklyWorld Planet, 602
Weeks, Lee, 164
Weevil, 105, 109
Wein, Len, 84, 90, 60, 383,
387, 452, 503, 526, 599,
624, 630, 643
Weird Tales, 229
Weisinger, Mort, 30, 236, 308,
431, 486, 500, 501, 541,
615,616
Welles, Dr. William, 399
Welles, Orson, 421, 467
Welling, Tom, 482, 484, 549
Wellman, Manly Wade, 468
Wells, H. G., 442
Wells, Scott, 484
Wendigo, 10, 11
Wendy See Wonder Twins
Wendy the Good Little Witch
(comic book), 249
Wenner, Jan, 519
Werewolf (comic book), 434,
556
Werewolf (superhero), 354
Werewolf by Knight (comic
book), 353
Werewolf by Night (comic
book), 94
Werewolf by Night (superhero),
557
Wertham, Dr. Fredric, 58, 173,
233, 381, 402, 429, 430,
534, 575, 629
xfi
TH£ SUPBBHeiZO BOOK
Index
West, Adam, 62, 65, 67, 68,
102, 174, 296 (ill.), 316,
374, 434, 523
West, Iris, 317
West, Wally, 317, 564, 565
West Coast Avengers (comic
book), 136, 417, 481
West Coast Avengers
(superteam), 24, 48
West End Games, 515
Westchester County, New York,
507, 641, 648, 654
Western Team-Up #1, 588
Westin, Dr. Daniel, 146
Weston, Private Jack, 558
Weston, Stanley, 110
Wetworks, 352, 570, 624
Whalen, Justin, 548
WHAM, 554
Wham-O, 441
Wham-0 Giant Comics, 441
What If?, 83, 423, 452
What If? #105, 466
Whedon, Joss, 96, 98, 645
Wheeler, Shannon, 106
Wheeler-Nicholson, Major Mal-
colm, 171, 229, 497
Wheelie and the Chopper
Bunch (animated series),
503
Whirly-Bat, 572
White, Biljo, 184
White Blaze, 409
White, David, 456
White, Ebony, 467
White Feather, 103, 481, 570
White House, 506
White, Perry, 484, 517, 540,
544, 546, 548, 549, 554
White Queen, 648, 649, 651,
654, 656
White Streak, 442
White, T. J., 484
White, Ted, 526
White Tiger, 288, 358, 388
Whitebird, John, 358
Whitemane, Aelfyre, 389
Whitewash Jones, 5
Whitman, Dane, 388
Whitman, Debra, 620
Whitman, Stuart, 484
Whitmore, Glenn, 185
Whitney High School, 234
Whitney, William, 129
Whiz, 480
WHIZ (radio station), 553
Whiz Comics (comic book),
125,126,479,498,516
Whiz Comics #2 (Captain
Marvel's debut), 128,
553
Whiz Comics (publisher), 124
Whiz Kids (comic book), 75
Whiz Kids (superteam), 74
Whiz Wagon, 572
Whizzer, 417, 564, 566, 585
All-Winners Squad, mem-
ber of, 284
Liberty Legion, member
of, 285
Wickerham, Ryan, 110
Widget, 646, 647
Wieringo, Mike, 208
Wiernikoff, Alfred Harvey See
Harvey, Alfred
Wild Cards (comic book), 513,
526, 527
Wild Cards (villains' gang), 65
Wild Child/Wildheart, 11
Wild Sharkk, 548
Wild World, 107
Wildcat, 137, 301, 375, 566,
572, 587, 588
Infinity Inc., member of,
300
Justice Society of Ameri-
ca, member of, 298,
299
WildC.A.T.S (comic book), 505
WildC.A.T.S (superteam), 29,
622-623, 359, 426
Wildcats (WildC.A.T.S
renamed), 623
WildC.AJ.S: Covert Action
Teams, 570
WildCAJ.S: Covert Action
Teams #1, 623 (ill.)
Wildebeest, 592
Wildebeest Society, 592
Wildey, Doug, 406
Wildfire, 309
WildStorm Productions, 16,
38,43,45,225,226,369,
426, 446, 449, 569, 570,
622, 623, 624
WildStorm Heroes, 623-624
See also The Authority,
Deathblow, Gen 13,
StormWatch,
WildC.A.T.S
WildStorm Studios, 226
Wildwood Cemetery, 467
Wiley, Ethan, 458
Wilkins, Mayor, 97
Wilkins, Woody, 76
Will Eisner Comic Industry
Awards, 17
Williams, Billy Dee, 7
Williams, J. H. 111,16,394,
395
Williams, Joan, 313
Williams, John, 546, 548
Williams, Scott, 390
Williams, Van, 238, 357
Williams, Walter Jon, 527
Williamson, Al, 497
Willingham, Bill, 34, 197, 198,
350, 504, 513
Willis, Bruce, 538
Willow (Buffy the Vampire Slay-
er), 98
Willum, 469
Wilshire, Mary, 390
Wilson, Barbara, 56
Wilson, David, 545
Wilson, Joseph, 530
Wilson, Lewis, 61, 509
Wilson, Sam, 6, 113, 114
Wilson, "Shorty," 529
Wincer, Simon, 378, 380
Wind Princess, 322
Windshear, 11
Windsor-Smith, Barry, 503,
609
Winfrey, Oprah, 543
Wing, 428
Wing, Colleen, 287, 358
Winged Victory (superhero),
39
Winged Wonder, 76, 510
Winger, Debra, 634
Wingfoot, Wyatt, 318, 357,
359
Winghead, 510
Wings Comics, 234
Wings of Honneamise, 393
Winky, 40
Winnick, Judd, 375, 505
W.I.N.R.,607
Winston, Clarice, 446
Winters, Shelley, 64
Wired (magazine), 565
Wisdom Alliance, 325
Wisdom, Pete, 647, 653
Wise, Alfie, 297
Wise, Bill, 109-110
Wisher, William, 549
Witchable, 406, 445, 538
Witchblade, 51, 537, 558,
562, 581
Witt, Alicia, 227
Witter, Charlotte, 466
Witzend, 185
Wizard, 531
Wizard (Fantastic Four animat-
ed series, 1994-1996), 210
Wizard (Green Arrow villain),
237
Wizard (Spanish) See El Mago
Wizard (superhero), 35, 62,
160, 179, 230, 427, 509,
585
Wizard (villain), 298
Wizard: The Comics Magazine,
565
Wizards of the Coast, 514
Wolf, 378
Wolfman, Marv, 82, 90, 150,
366, 369, 452, 490, 503,
526, 548, 567, 591
Wolfman Wilf, 311
Wolfsbane, 570, 647, 650,
651, 652
Wolk, Douglas, 619
Wolverine (comic book), 568,
622,623,626,656
Wolverine (superhero), 10, 28,
95,116,179,197,288,
318, 334, 350, 358, 390,
397, 426, 465, 495, 501,
503, 518, 564, 564, 569,
579, 581, 624-626, 643,
648, 654, 655, 655 (ill.),
657, 659, 660
Wolverine and the X-Men, 655
Wolverine: Night of the Wolver-
ine, 526
Wolverine/Shi: Dark Night of
Judgment, 426
Wolverine: Sniktl, 22
Wolverton, Basil, 440, 442,
443
Wolverton, Wiley See Dove
The Woman in Red, 532
Wombat, 52
Wonder, 94
Wonder Comics, 440
Wonder Comics #1, 230
Wonder Dog, 65, 247, 477
Wonder Girl, 373, 429, 430,
535, 563, 567, 590, 591,
592, 593, 629, 631, 634
Wonder Man, 47, 92, 127,
417
Wonder Tot, 429, 629
Wonder Twins, 65, 247, 477,
478, 479, 564
Wonder Warthog, 104,
626-627
Wonder Woman (comic book),
103, 373, 481, 489, 501,
502, 505, 536, 560, 592,
631
Wonder Woman (superhero),
32,58,65,173,174,208,
247, 296, 297, 300, 314,
324,358,372,373,392,
429, 432, 435, 477, 478,
487, 488, 499, 510, 516,
517, 524, 525, 533, 534,
535, 537, 538, 545, 548,
559, 563, 566, 568, 573,
574, 575, 581, 586, 589,
627-632, 635, 636, 639
TH£ SUPBBHeiZO BOOK
*3
Index
debut of, 142, 172,
213, 298
Justice League of Ameri-
ca, founding member
of, 293
Wonder Woman (TV series),
174, 536, 579, 630, 633
(ill.), 634
Wonder Woman Foundation,
630
Wonder Woman in the Media,
632-636, 633 (ill.)
Wonder Woman: The Complete
History (2000), 314
Wonderman, 230
Wonderworld Comics, 559
Wong, Tony, 608
Wonktendonk, Jim, 52
Woo, Jimmy, 357
Wood, Bob, 160
Wood, Dave, 142, 179
Wood, Ed, 519
Wood, Wally, 110, 162, 165,
290, 434, 469, 501, 570,
600
Woodard, Alfre, 472
Woodman, Allen, 75
Woodroe, Jason, 41
Woody, 107
Woolfold, 88
Woolfolk, Bill See Woolfolk,
William
Woolfolk, William, 186, 232,
385, 468
Woozy Winks, 101, 385, 494
World Class Comics, 75
World Encyclopedia of Car-
toons, 412
World Fantasy Award, 351,
414, 614
World War 1, 131
World War II and the Super-
hero, 139, 182, 188, 349,
414, 429, 434, 443, 509,
522, 533, 534, 540, 566,
567, 574, 575, 586, 589,
603, 626, 634, 636-639
cancellation of super-
hero comics afterward,
232-233
in comics, 111-112,
285, 298, 300, 332
importance of, 231-232
superheroes and,
231-232
World War III, 42
World Wide Broadcasting, 554
World's Best Comics, 539
World's Fair, 414
World's Finest Comics, 58, 80,
128,237,342,356,372,
373,387,402,414,481,
500, 504, 539, 540, 550,
586, 588
World's Greatest Detective
See Batman
The World's Greatest Super
Friends (animated series,
1979-1980), 478, 492,
545
World's Greatest Super-Heroes
See Justice League of Ameri-
ca
World's Greatest Super-Heroes
action figures, 96
World's Mightiest Mite See
Doll Man
World's Mightiest Mortal See
Captain Marvel
Worlds of Wonder, 513
World's Smallest Superhero
See Atom
World's Strangest Super-
heroes See X-Men (super-
heroes)
Worldwide Investigation Net-
work Response, 607
Worth, Harry, 129
Worthington, Warren III, 642
Wotan, 574
Wow Comics #21, 585
Wrath, 609
Wriggles Enright, 385
Wright, Bradford W., 5, 432,
560
Wright, Don See Captain Free-
dom
Wright, Tom, 84
Wrightson, Bernie, 174, 503
Wu Kong, Sun, 189, 190, 191
Wu, William F, 527
Wundagore, 417
WXYZ radio station (Detroit,
Michigan), 511
Wylie, Philip, 17, 525
Wyndham-Pryce, Wesley, 97
Wyngarde, Jason, 659
Wyngarde, Peter, 659
Wynn, Jason, 443
X (comic book), 133, 169, 352
X (superhero), 29, 488
Xal-Kor, 184
Xandar, 369, 370
Xavier Institute for Higher
Learning, 487, 507
Xavier, Professor Charles,
369, 507, 530, 565, 569,
641, 645, 654, 655 (ill.),
656, 657, 659
Xavier's School for Gifted
Youngsters, 569, 641, 648,
655
X-Box, 514
X-Corporation, 645, 650, 652
X-Corps, 650
X-Cutioner, 580
Xena Warrior Princess, 538
Xerography, 115
X-Factor (comic book), 179,
644, 651
X-Factor (group), 649
The X-Files, 382,605
X-Force (comic book), 202,
505, 520, 568, 652
X-Force (superteam), 359,
647, 648, 652-654
See also X-Statix, X-Men:
X-Force/X-Statix
X-kryptonite, 304
X-Man, 563, 564, 568
X-Mas Comics, 100
X-Men (animated series), 11,
116, 493, 654-656
X-Men (comic book), 8, 21, 90,
171,335,355,357,367,
369, 387, 454, 502, 503,
505, 590, 598, 622, 623,
625, 626, 646, 648, 652,
655, 656, 657
X-Men #1 (1963), 429,
531, 535
X-Men (movie, 2000), 318,
336, 358, 536, 656
X-Men (superteam), 9, 21, 34,
86, 116, 120, 147, 157,
170, 179, 187, 197, 228,
288, 318, 334, 355, 358,
359, 369, 390, 416, 433,
457, 487, 495, 498, 500,
504, 507, 511, 518, 523,
524, 526, 528-530, 536,
563, 565, 567, 569, 572,
578, 580, 582, 587-590,
612, 618, 624, 641-645,
649-651, 653, 658-660
spoof of, 200
X-Men: Evolution (animated
series), 494, 656, 657
X-Men: Excalibur (international
superteam), 645-647
X-Men: Generation X (live-
action TV movie), 656
X-Men: Generation X (younger
superteam), 647-650
X-Men in the Media, 654-657
X-Men: New Mutants
(superteam), 650-652
X-Men/New Teen Titans, 503
X-Men: Planet X (1998), 528
X-Men: Smoke and Mirrors,
528
X-Men 3 (movie, planned), 657
X-Men Villains, 657-660
X-Men: X-Force/X-Statix
(superteam), 652-654
Xmon, 447
X-0 Manowar, 581, 612
X-OManowar#7,612(ill.)
Xogthe Evil Lord of Saturn,
132, 575
Xombi, 346
Xorn, 645
X-Presidents (animated
series), 106
XS, 564
X-Statix, 369, 520, 568, 570
X-Statix, 359, 652-654
See also X-Force, X-Men:
X-Force/X-Statix
X-Terminators, 651
X2: X-Men United (movie,
2003), 318, 336, 358, 369,
536, 655 (ill.), 657
Yahoo (college publication),
627
Yak, 52
Yale, 506
Yamazaki, Haruya, 150
Yamcha, 191
Yancy Street Gang, 209
Yandroth, 178
Yank, 559
Yankee Boy, 559
Yankee Doodle Jones, 559,
636, 637
Yankee Eagle, 559, 637
Yankee Girl, 2, 559, 637
Yarnell, Laureen, 635
Yashida, Lady Mariko, 625
Yelena Belova, 87
Yellow Claw (comic book), 357
Yellow Claw (superhero), 364
Trie Yellow Kid (early comic
strip), 228
Yellow Peril (villain), 75
Yellow Ranger, 343
Yellowjacket, 23, 564, 580,
618
See also Ant-Man
Yeovil, Jack, 527
Yes, Dear, 525
Yeti, 52, 85
Yogi Bear, 245
Yokoyama, Mitsuteru, 133
Yondu, 441, 568
Yon-Rogg, 123
York, Dylan, 226
York, Ethan, 226
I**
TH£ SUPBBHeiZO BOOK
Index
York, Steven, 528
Yoroiden Samurai Troopers,
408, 411
Yoshi, Hamato, 593
Yoshida, Kenji, 596
Yoshida, Tatsuo, 72, 134, 448,
595-596
Yoshida, Toyoharu, 596
Young Allies (comic book), 585
Young Allies #1, 585
Young Allies (superteam), 5,
112, 284, 428, 566
Young All-Stars, 301
Young Defenders (superteam),
248, 559
Young Justice (comic book),
479
Young Justice (superteam),
481, 483
Young Marvelman, 347
Young Men, 475
Young Miracleman, 346
Young Samson and Goliath (ani-
mated series), 246
Young, Sean, 66
Young Sentinel, 471
Youngblood (comic book), 202,
444, 481, 505
Youngblood (superteam), 29,
570
Your Guide Comics, 159
Yrial, 609
YTV, 413
Yu, Leinil Francis, 405
Yukie, Kagawa, 457
Yune, Tommy, 449
Zada, Ramy, 147
Zak-Kul, 552
Zan See Wonder Twins
Zander Cannon, 16
Zane, Billy, 378, 380
Zap Comix, 627
Zap-Man, 324
Zarzoza, 493
Zatanna, 556, 565, 568
Justice League of Ameri-
ca, member of, 294
Zatara the Magician, 556, 565
Zauriel (Justice League of
America member), 295
Zealot (comic book), 624
Zealot (superhero), 622, 623
Zeck, Mike, 339, 395, 287
Zelazny, Roger, 527
Zenn-La, 318, 436, 437
Zero Hour (comic book, 1994),
41, 80, 176, 237, 250, 301,
310
Zeta Beam, 317
Zeta Project, 494
Zeta-Jones, Catherine, 378,
380
Zetton, 606
Zeus, 598
Zhu Ba Jie, 189
Ziff-Davis, 440
Zimelman, Phil, 395
Zinda, 89
Zip-Zap, 609
Zircher, Patrick, 48
Zito, Joseph, 458
Zito, Richie, 393
Z-Man Games, 515
Zok [The Herculoids), 246
Zoloz, 379
Zoltar, 72, 73
Zombie, Rob, 406, 460
Zombies of the Stratosphere,
406
Z'onn Z'orr, Antarctica, 488
Zooman (Mexican superhero),
284
Zor (Mexican superhero), 284,
447
Zorak (Space Ghost Coast to
Coast), 246, 438, 439, 578
Zordon, 343
Zords, 343
Zor-EI, 489, 546
Zorro (action hero), 356
Zorro (TV series), 147
Zot! (comic book), 38
Zot (superhero), 416
Zug (Blackhawks), 88
Zymotic Zookeeper, 627
TH£ SUPBBHeiZO BOOK
*5
gina MI5IR0C1.U Si j wttrio or Hie u
Coast publishing indusliy, specializing in Id*
development and editing, of popular culture
feiogtopiij', and hlie-reliKHi Htlrt, Mlsiftglu
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